POLL - What 8 things would you like to see next in Distant Worlds?

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

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ehsumrell1
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RE: POLL - What 8 things would you like to see next in Distant Worlds?

Post by ehsumrell1 »

Thanks for the info Erik. [:)]

Way to go Igard! [&o]
Shields are useless in "The Briar Patch"...
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Data
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RE: POLL - What 8 things would you like to see next in Distant Worlds?

Post by Data »

Here, here, Igard FTW.
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
Sithuk
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RE: POLL - What 8 things would you like to see next in Distant Worlds?

Post by Sithuk »

Erik: please note that this poll was the second of two. The most popular option was removed (AI). Modding was also removed as an option.

From the OP:
Omissions from the first poll :-

AI Improvements - This was by far the most popular choice among players in the first poll. It's been removed from this one as it's now a given that we all want to see the AI keep up with any new features and mechanics.

UI Improvements - This is a generic answer that allowed for too much ambiguity. We can assume that UI improvements will occur regularly as they have done in previous patches. Some of the new answers on this poll are related to specific changes/additions in user interface.

Mod support - This has been removed as it's unkown what form it will take. Again it's a general answer and thus, slightly ambiguous. I will do a poll in the future for specific mod support items.

Oh and a well earned thanks to Igard.
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J HG T
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RE: POLL - What 8 things would you like to see next in Distant Worlds?

Post by J HG T »

ORIGINAL: Erik Rutins

Thanks again for this poll, it was part of the design discussion for the next expansion.

Regards,

- Erik

Yeah! Though I've only been lurking here nowadays, that is a great thing to hear.
Well done Igard!
BTW. As others have said, enhanching the AI should be quite high on the priority list.

Probably should get back playing DW once again. Have had other games to play and chores to do.
Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."
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Igard
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RE: POLL - What 8 things would you like to see next in Distant Worlds?

Post by Igard »

It was my pleasure, Erik. Had lots of fun doing this and it's very interesting to gather the results and get new ideas for the next poll.

As has been pointed out, AI is paramount and was the number 1 vote for the last poll. It kind of goes hand in hand with any game improvement, but we also know that you're working on AI at all times anyway, so it was deemed unecessary for this poll.
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RE: POLL - What 8 things would you like to see next in Distant Worlds?

Post by tjhkkr »

You da man, Igard! [8D]
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
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Pipewrench
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RE: POLL - What 8 things would you like to see next in Distant Worlds?

Post by Pipewrench »

ORIGINAL: Igard

ORIGINAL: Chet Guiles

Please, Please, Please, consider allowing us to CHOOSE which components to install on new ship designs so that when we do a mass upgrade to install a really cool new tech the AI doesn't undo half of what we have done in selecting our favorites. A sinple on/off switch for each available component would work, just like we can manually determine which ship designs are considered "obsolete". If we switch off ALL of a component type the AI could warn us "You MUST have at least one engine type" etc...

I hate to develop an improved shield system then have the AI remove them when I develop and install, for example, install Titan Beams across the board, and reinstall all the old crappy shields. Duh!

I guess I could do updates on every unit separately one at a time, but it would be nice to have that simple choice available.

A great game and this would makie it greater!


Yes, I find this to be a bit of a problem too.

Perhaps if we had a ship design section in the empire policy screen, we could go through it and select what type to use. A combo box with each component we've researched. Or even the option to never use this type of tech. For example, I hate area effect weapons. I could set the policy to never use area effect weapons on any of my designs, just like I can set the policy to never build robotic troop facilities.

The advantage of using a policy screen combo box is that we could hopefully, eventually set design policies for each race via modding, but still have the ability to change the policy for the race we're playing.


+1
a simple lock button on each component for the design would solve the upgrade guessing the AI does.


for me:

mystery on research as you should not know the whole tree and the time-frame unless you are very close to a break thru.

spies that can be sent back as double agents. Imagine the jaw-drop when your cruiser blows up for no reason or even worse a virus turns your fleet around on itself.

tighter diplomacy where you should not be able to trade with empires that are on good terms with someone you are at war with. It would also be fitting that a definite. cooling of relations would happen when it is found out that you are using their tech

more cloak and dagger when it comes to forces defending planets. you should not know the exact ground forces on a planet unless you have invested in intelligence.

add breakdowns into components. rushed techs or a substandard manufacturing or repair tech could cause problems. ie WW2 USA torpedo's.

speaking of which,


force specialization of ships


small ships can cloak and provide recon, mine laying and espionage. Cloaking should be limited by size

small-mid size hunt the small ships and recon ahead giving early warning.

mid-size for bombardment and anti-fighter/bomber defense.

large for heavy bombardment

very large for bomber and fighter platforms.



it sounds like the navy and as far as i am concerned it would evolve that way.

just some thoughts.

the game as it is now is great and my cash is ready to support the development

...now back to walking the bull, by the tail, thru the china-shop. Everything is on hard with dead slow research and a very harsh homeworld. Sweat!! :-)



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Data
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RE: POLL - What 8 things would you like to see next in Distant Worlds?

Post by Data »

force specialization of ships

+1
I agree with all of it but this sums it up nicely
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Wade1000
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RE: POLL - What 8 things would you like to see next in Distant Worlds?

Post by Wade1000 »

Terraforming, Ringworlds, sphereworlds(Dyson spheres) would be great but the current technology tree suggests only incremental advances as if like a WW2 game. Of course, another expansion could change every thing.
 
Also, please, Orbital Rings(like in The Culture novels and others), Orbital Spheres, and ships as population centers like in The Culture. Ships and Orbital Rings are their greatest percentages of population centers. Planets are like back country villages, research stations, and nature preserves.
 
See my signature below. Lol.
Wish list:population centers beyond planetary(http://en.wikipedia.org/wiki/The_Culture):Ships,Ring Orbitals,Sphere Orbitals,Ringworlds,Sphereworlds;ability to create & destroy planets,population centers,stars;AI competently using all advances & features.
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Data
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RE: POLL - What 8 things would you like to see next in Distant Worlds?

Post by Data »

Aye, that's some signature....may we see Ring Orbitals,Sphere Orbitals,Ringworlds,Sphereworlds in whatever measure.
Long live the ideas of Dyson and Niven.
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
martok
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RE: POLL - What 8 things would you like to see next in Distant Worlds?

Post by martok »

ORIGINAL: Wade1000

Terraforming, Ringworlds, sphereworlds(Dyson spheres) would be great but the current technology tree suggests only incremental advances as if like a WW2 game. Of course, another expansion could change every thing.

Also, please, Orbital Rings(like in The Culture novels and others), Orbital Spheres, and ships as population centers like in The Culture. Ships and Orbital Rings are their greatest percentages of population centers. Planets are like back country villages, research stations, and nature preserves.

See my signature below. Lol.

Only as long as they can be disabled, please. I've never liked "super projects" in space strategy games.


"Evil is easy, and has infinite forms." -- Pascal

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Igard
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RE: POLL - What 8 things would you like to see next in Distant Worlds?

Post by Igard »

ORIGINAL: martok

ORIGINAL: Wade1000

Terraforming, Ringworlds, sphereworlds(Dyson spheres) would be great but the current technology tree suggests only incremental advances as if like a WW2 game. Of course, another expansion could change every thing.

Also, please, Orbital Rings(like in The Culture novels and others), Orbital Spheres, and ships as population centers like in The Culture. Ships and Orbital Rings are their greatest percentages of population centers. Planets are like back country villages, research stations, and nature preserves.

See my signature below. Lol.

Only as long as they can be disabled, please. I've never liked "super projects" in space strategy games.



Agreed. They should be in the game, but they ought to be a rarity. Perhaps a branch of the tech tree that yields little early game until it reaches these super projects at a very late stage.
martok
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RE: POLL - What 8 things would you like to see next in Distant Worlds?

Post by martok »

^ Actually, this is one of those rare times where you & I don't agree, as I don't want them in the game at all. Ever. Period.

If super-projects are going to be added in a future expansion, then I'd need to be able to turn them off entirely. I don't want anyone (including myself) being able to research/build them, nor do I ever wish to see them just lying around the galaxy waiting to be found.




"Evil is easy, and has infinite forms." -- Pascal

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Data
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RE: POLL - What 8 things would you like to see next in Distant Worlds?

Post by Data »

Maybe they can be associated with the storyline so that they can be enabled or disasbled along with it.
Or maybe as a sub option to the storyline in case you want the storyline but not these.
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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Igard
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RE: POLL - What 8 things would you like to see next in Distant Worlds?

Post by Igard »

I'd like the option to be able to disable and edit any tech/component through modding. Preferably by editing a race sepecific tech tree.

There's already some tech that I don't want in the game (planetary shields for example). I'd disable them right away, but make them exclusive to a suitable race. One that would be likely to shield itself away rather than meet their enemies in open combat.

Likewise, I'd do this with ringworlds/sphereworlds. Only one race would have them, and it would suit their character.

Also, it should perhaps go on the same tech tree as habitation research. That way you can choose, do I research Ocean colonization, or get a small step towards RW/SW?

I don't see them as being a huge priority though. I'd much rather be able to mod what we've got now than get new content TBH.


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Data
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RE: POLL - What 8 things would you like to see next in Distant Worlds?

Post by Data »

ORIGINAL: Igard

I don't see them as being a huge priority though. I'd much rather be able to mod what we've got now than get new content TBH.



very true, second that
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
Sithuk
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RE: POLL - What 8 things would you like to see next in Distant Worlds?

Post by Sithuk »

Agree completely on modding being the priority. Let the masses loose on tweaking the variables which underlie the game engine. Then the devs could incorporate the proven playtested tweaks into a future patch.

Everyone wins.

I can only assume it is a significant amount of work to export the game variables to editable files and that is why the devs haven't done it.
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RE: POLL - What 8 things would you like to see next in Distant Worlds?

Post by Steeeve »

My vote goes to the more political complexity option. This game could benefit from more diverse INTERNAL political options and population management (not necessary planetary but empire wide control).

If you played Europa Universalis (with Magna Mundi mod) and Victoria: An Empire Under the Sun, you get the picture.
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RE: POLL - What 8 things would you like to see next in Distant Worlds?

Post by Data »

Hi Steeeve and welcome to the forum.
I don't know Victoria but EU was used many times before as an example for more advanced diplomacy for example.
While we all want that level of refinement in DW also please keep in mind that those are mature games while DW is still young and has a one man team developing it; that would be Elliot btw.
So to satisfy our million requests will take some time [:)]
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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cookie monster
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RE: POLL - What 8 things would you like to see next in Distant Worlds?

Post by cookie monster »

ORIGINAL: Steeeve

My vote goes to the more political complexity option. This game could benefit from more diverse INTERNAL political options and population management (not necessary planetary but empire wide control).

If you played Europa Universalis (with Magna Mundi mod) and Victoria: An Empire Under the Sun, you get the picture.

Not a bad idea.

As for the future expansion CodeForce must surely be un-abstracting the games many current abstractions.

The GUI I think is mostly complete, although the ship design screen needs more love.

I tested the game last night and blew up an AI base as part of my test. My reputation then went to Evil. Then another AI dow'ed me.

I had 243,000 Military Strength, they were 25,000 Military Strength, talk about bad decision making.

The Shakturi were a damp squib as well. The "AI" where is it?
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