Master Wishlist Thread
RE: Master Wishlist Thread
Something else I would like to see is some sort of racial policy options that are available to you and the AI during such incursions as first contact or invasion. It seems that first contact can rapidly escalate into a mutual defense treaty if you pump enough money into it. First contacts just seem dull. I would like to see an initial screen come up with some options:
Peaceful races, traders, uplifters - Make Contact
Higher Technology Races - Evade and ignor lower technology races due to ideals of they are just "pests" or "they need to evolve first" or "we can not interfere with their development due to the such and such Primitive New Species Discovery Charter of 2798" (makes a race work hard to become noticed and fit in with technological savy crowd of the galaxy. "Got to become part of the G8 club if you want to talk trade policy with us."
Aggressive Races, Xenophobic Races, Different subclass of species(?) - Declare War
Primitive Races or starting races - Hide until another day
Also, there should be a process after contact. Sure it might be a peaceful contact, but to begin trade and talk about further alliances a ship must visit the closest world with a diplomatic team and and embassy set up. This process could go bad if money is not pumped in and relations could go south fast. Also contact must be maintained via a shipping route for negotiations otherwise contact is lost with that empire and must be re-established. So no more allies across the galaxy unless the two empires are willing to front the expidition cost for a 500 light year journey and then maintain it.
Also some sort of Invasion Policy screen should be asked that would either benefit or hurt certain races. What you choose to do reflects your race style and reputation. For example an aggressive race making a aggressive invasion policy would be seen as uncivilized and a reputation hit to more peaceful races but as a reputation bolster for other aggressive races. But if an aggressive race does something a bit more civilized they would be seen as weaker to aggressive races. Such as:
Return to Status Quo - Planet i given back to or original inhabitants after they have been invaded by another race. Available to certain more peaceful or democratic races and gives plus to reputation. Huge hit to reputation if this option is not taken by peaceful races.
Integration - Available option to peaceful races that wold like to see the invaded race flourish under its wing.
Slavery - Available to races with less than ideal philosophies, maybe trade empires focused on the almighty space dollar fall in this category and could benefit from very cheap labor. Huge hit to reputation.
Extermination - Available to extremely aggressive or xenophobic races that want nothing to do with the population. The indigenous population will only hamper that aspirations of the superiour invader and must be destroyed. Huge reputation hit to all non-aggressive species, all aggressive species see this as a reputation bolster.
Food Source - Available to certain aggressive and carniverous species, and the population could become a luxury resource farmed and traded for within its empire creating a (monetary?) bonus. Huge, huge reputation hit, and one that causes all other races to really fear you, but amongst your population the resource would bring huge monetary bonus as the delicacy is a very rare treat of limited quantity.... unless more planets are invaded and food sources are secured.
Peaceful races, traders, uplifters - Make Contact
Higher Technology Races - Evade and ignor lower technology races due to ideals of they are just "pests" or "they need to evolve first" or "we can not interfere with their development due to the such and such Primitive New Species Discovery Charter of 2798" (makes a race work hard to become noticed and fit in with technological savy crowd of the galaxy. "Got to become part of the G8 club if you want to talk trade policy with us."
Aggressive Races, Xenophobic Races, Different subclass of species(?) - Declare War
Primitive Races or starting races - Hide until another day
Also, there should be a process after contact. Sure it might be a peaceful contact, but to begin trade and talk about further alliances a ship must visit the closest world with a diplomatic team and and embassy set up. This process could go bad if money is not pumped in and relations could go south fast. Also contact must be maintained via a shipping route for negotiations otherwise contact is lost with that empire and must be re-established. So no more allies across the galaxy unless the two empires are willing to front the expidition cost for a 500 light year journey and then maintain it.
Also some sort of Invasion Policy screen should be asked that would either benefit or hurt certain races. What you choose to do reflects your race style and reputation. For example an aggressive race making a aggressive invasion policy would be seen as uncivilized and a reputation hit to more peaceful races but as a reputation bolster for other aggressive races. But if an aggressive race does something a bit more civilized they would be seen as weaker to aggressive races. Such as:
Return to Status Quo - Planet i given back to or original inhabitants after they have been invaded by another race. Available to certain more peaceful or democratic races and gives plus to reputation. Huge hit to reputation if this option is not taken by peaceful races.
Integration - Available option to peaceful races that wold like to see the invaded race flourish under its wing.
Slavery - Available to races with less than ideal philosophies, maybe trade empires focused on the almighty space dollar fall in this category and could benefit from very cheap labor. Huge hit to reputation.
Extermination - Available to extremely aggressive or xenophobic races that want nothing to do with the population. The indigenous population will only hamper that aspirations of the superiour invader and must be destroyed. Huge reputation hit to all non-aggressive species, all aggressive species see this as a reputation bolster.
Food Source - Available to certain aggressive and carniverous species, and the population could become a luxury resource farmed and traded for within its empire creating a (monetary?) bonus. Huge, huge reputation hit, and one that causes all other races to really fear you, but amongst your population the resource would bring huge monetary bonus as the delicacy is a very rare treat of limited quantity.... unless more planets are invaded and food sources are secured.
RE: Master Wishlist Thread
1. Bigger Map 4x would do for a start but not with too many more stars (+25%) resulting in distance b/t stars.
2. Allow for minor races and independant colonies to come from races not selected as Major race. Put a selection in setup that allows you to banish races altogether to prevent this in case there are those that object to a certain race.
3. Have some non space faring races that have other advantages/disadvantages (good ground troops, aphrodisiacs etc)
4. Add a couple of each of cyborg, methane/hydrogen breathers/silicon life forms for variety. Some can be non space faring as above.
5. Have the Galactopedia give details about systems as to what resources are needed to build them. Have space stations show resources available/in storage. Have ships being built show what systems/resources are needed for completion. While you can't tell the private sector what to do you won't drill in a steel astroid if you need carbon fiber. Currently only when you research a system does it show what goes into making it. The galactopedia only has discriptions of system classes.
6. Allow some trading of resources b/t races (once you know what you have). The private sector has to move it still (if we don't stab them in the back and blow up the freighters when they come to pick up the goods.)
7. Modders need access to tech tree, systems and map generation.
2. Allow for minor races and independant colonies to come from races not selected as Major race. Put a selection in setup that allows you to banish races altogether to prevent this in case there are those that object to a certain race.
3. Have some non space faring races that have other advantages/disadvantages (good ground troops, aphrodisiacs etc)
4. Add a couple of each of cyborg, methane/hydrogen breathers/silicon life forms for variety. Some can be non space faring as above.
5. Have the Galactopedia give details about systems as to what resources are needed to build them. Have space stations show resources available/in storage. Have ships being built show what systems/resources are needed for completion. While you can't tell the private sector what to do you won't drill in a steel astroid if you need carbon fiber. Currently only when you research a system does it show what goes into making it. The galactopedia only has discriptions of system classes.
6. Allow some trading of resources b/t races (once you know what you have). The private sector has to move it still (if we don't stab them in the back and blow up the freighters when they come to pick up the goods.)
7. Modders need access to tech tree, systems and map generation.
- uberknight72
- Posts: 68
- Joined: Mon Jul 25, 2011 10:35 am
RE: Master Wishlist Thread
Troop Invasion Overhaul Suggestions
One thing I would love to be added is planetary invasions that can also be manually controlled at a strategyic level. Every planet texture would also have a similar looking stretched-out global map version of it that you can see anytime by clicking on a button that would cause a window to come up showing the strategic map overlay.
The map will randomly placed cities, towns, or villages on the ground of the planet (unless you are an aquatic race in-which it will randomly place cities in the oceans.) around the map depending on the population of the planet and when the city itself was built. Like if the planet was just colonized, the game will randomly place a village sized settlement on the map and when the population goes up quite a bit it will soon develop into a town also causing another village to pop up somewhere else on the map and whenever the pop goes up even more that town will soon develop into a city causing another village to pop up randomly and the previous village to develop into a town also causing another village to pop up and this process will continue until a maximum settlement limit is reached like 20-40 settlements or something depending on the size of the planet.
The development levels would be:
* Village - just starting out. Don't take much population to develop into a town
* Town - Starting to look like civilization. Takes a decent amount of population to develop into a city
* City - 6-10 story buildings turn into 60-100 story buildings and city borders begin to stretch for miles. Requires a very large planet population to even think about developing into a metropolis, most likely the planet would have hit its settlement limit and have 0 villages and very few towns most already developed into citys before the first city even develops into a metroplolis.
* Metropolis - These 60-100 story buildings slowly grew into these sprawling 600-1000 story skyscrapers with nothing but hundreds of miles of endless steel and concrete jungle. As big as it gets, you know the planet is soon reaching its pop cap when all the cities have reached metropolis level, only around several 10 million pop left till cap reached.
Basics
Now that I have explained the settlement system to accompany this overhaul and give some areas of strategical value on the strategy maps now I will go into detail on how invasions will work and what role these settlements will play in these optionally controlled battles that will play out in real time like everything else except this time you can control and oversee the progress without simply relying on who has the highest numbers and watching two scales slowly deplete.
Since these ground battles and invasions could become very common in late-game wars, whenever a planet will currently under attack or being attacked a permanent tab could appear on the right side of the screen that you can pull out and show you all the ground battles currently taking place with a few simple stats like amount of yours and the enemy's forces that are still present and any other useful but brief information to give you an idea on how its currently doing with an option to go check and directly control any specific one if you wish. The AI can handle the battles by them selves unless you decide to switch off the AI in a certain battle if you would rather take control of the whole planetary conquest. Any newly started groundbattles will automatically start with AI on and will pause the screen just in case there are a few options you would like to activate and control yourself as I will go into further detail later.
Another main element of ground battles that applies to all sides of a conflict is to make sure that your battalions are not flanked by enemy battalions. The individual battalions each have 4 sides. Whenever an enemy battalion is engaged the side is the enemy is attacking the battalion is flagged as "busy". But if another enemy battalion moves in and starts attacking another side, your battalion will get a defensive penalty due to flanking. The more of the 4 battalion's sides that are flagged as "busy" the more larger the defensive penalty will become and the chance of that entire battalion will be wiped out due to overwhelming forces. Having another friendly battalion near a side that you fear has a risk of being flanked is a smart defensive precaution to practice and could even allow you to set up your own forces to flank the enemy too. This all just to add to the strategic value of ground battles.
* Defending
If you are the defending side your forces will be divided between all your settlements with most being in your largest settlements and the least being in your smallest depending on what option you set in the empire policy screen or can be personally hand placed before battle if you wish, but remember, it will still take a day or two to move units around to another depending on how far the area you are moving to on the planet is, but is sped up just a little when not under attack since you don't have to worry about defense or any other necessary procedures and logistics required during an invasion. But your main priority is protecting your settlements, although true that without your forces anyway your defenseless, the cities provide some defensive bonuses to any Battalions controlling them although depending on the size of the settlement there is a limit to how many battalions you can have stationed in a settlement. Battalions also placed near a certain radius of a city will have a little tiny bit of a defensive bonus due to being closer to supplies and equipment if needed, but only if the city is under your control. If you have any ships in orbit above the planet, you can go back to main view, click on one of them, tell them to tactically bombard a planet (A different option besides your usual, reckless, Bombared Planet option.) and then click on the planet you wish to tactically bombared causing the planetary strategy map to pop up and let you select a target area to bombared, but the damage would be great and if to close to friendly cities or forces, can cause a very negative effect on your alignment and planet approval, although the planets approval will be hurt a little regardless if you hit any friendlies of not.
If its your homeworld then you will have a chance of having one of your battalions turning into a hero battalion when the battle starts or sometime during the battle. Heros have a chance of being generated from battalions on worlds other than your homeworld but the chance is very small, like 3-5%. Hero units will twice the strength and effectivness of a normal battalion and will stay with you for the durations of the game until its is destroyed in battle or 50-80 years have past since the hero battalion was transformed from a normal or milita unit with milita units having a higher chance to become a hero.
Also, if the battalion, whether its normal, milita, or hero, is fighting on a planet perfect to the races prefered conditions like water worlds, desert worlds, and such.
* Invading
If your on the invading side things are a little different. When the first of your troops first land on the planet the game will pause and give you a few options unless you want the AI to do this part for you...
You will get to tell where you want your first battalion to land by placing a rally point, a rally point can be placed only outside of a certain radius of a settlement, any more forces will land at this rally point and more rally points can be placed with certain priority ranging from 1-3 that will determine whether or not a battalion lands there over another. Up to 4 of these rally points can be placed with the priority easily changed by clicking on the rallypoint and selecting its priority with a drop-down menu. Once on the planets surface, your main priority is to start taking a few cities to obtain a strong foothold on the planet, defending forces will have a small defense bonus even if not in a city since they know the terrain better than the attackers so having a foothold would be important, and signifigant numbers are always important anyway in an invasion.
Taking over the planet will also no longer give the victorious ground forces absolute immediate control of the planets entire orbital defenses anymore either, it will only shut down all the defense platforms and only give the invaders control to the space-port but only with 3/4th the original firepower and only after a good 7-10 days after the entire planet was seized and a bit more if the space-port is medium and even more days if its large, and it wont be until a month after the space-port and the defense platforms has been captured before control is giving to the victorous invadors to the remaining defense platforms, and given full firepower to the captured space-port. Also since the ground battles themselves can last longer than originally, unless you have an absolutely overwhelming force, the chances of you capturing the planet before the space battle going on above is over and before the space-ports and defense platforms themselves are destroyed is much, much smaller.
If you have the ability, you can use bombardments just like the defenders can, although not as accurate as it would be if it was the defenders calling the bombardment, can be used significantly to help dwindle down defenses if you aren't worried about population casualties. If the invaders previously controlled the planet before the defending side took it prior, the defending side will not have its bonus to defense outside of settlements due to not being familiar with the terrain and locals. Thus putting the invaders or even rebels at an equal or advantagious position.
If its the enemy empire's homeworld you are attacking, the defenders while having all the bonuses to defense outside of settlements and other advantages to being the original controllers of the planet and due to being familiar with the terrian, but they also will have a 10% or 20% chance that a battalion will turn into a Hero battalion that will be double the strength and effectiveness of an normal battalion of the battlions race of origin. This happens on homeworlds exclusivly due to the whole "defend the homeland" mentality that the population will obtain. There is as higher chance of the hero being originated from a milita battalion than a normal battalion.
The normal, milita, or the new hero battalions will also recieve a small bonus if the battalion is fighting on a planet perfect to the aliens race's prefered condition like water worlds, desert worlds, and such. Possibly equally matching the bonuses of the original defender at times, making the battle equal, this does not stack on top of the defense bonus on familiar worlds. Also the only way a world will become familiar to the race is it will need to be under the control of the planet for at least 20 years, or be the empires original homeworld giving the race perfect familiarism to the planet from the start.
Final Thoughts
Although I loved how they had introduced ground combat to the game not long ago, I hated how little control or information you had with groundbattles and wished that there was a way to allow ground combat to be optionally controlled without adding much more micro management if any since you can just let the AI do it, and since it progresses slow, even slower than some space battles, you won't need to be switching back and forth between groundbattles over and over agian if you decide to controll all of them since it takes a little bit for forces to move across the planets terrain and battles between two battalions themselves can last a several days especially if the battle is taking place in a settlement with lots of defending Battalions that is a high development level.
Although my ideas that I have thrown out here may not be perfect, or completely thought out, I did take alot of time to get my information and do plenty of pre-reading to make sure I had it all as clear and as little conflicting elements as possible. I would love to see these elements added for it will significantly add some more depth and interest in an already deep and interesting game. I didn't bother talking about adding different types of units since I think that what it has now is enough to be satisfiying and what I have wrote down here will already be complex enough to work out without having to throw in anymore different kinds of units. Since, I like to pretend that the battalions themselves are actually mixed consisting of all the other divisions of a military force like infantry, artillery, air, transportation, and armor. But simplified down to a single, easy to manage unit that the officers and field commanders of each battalion themselves control the small tactical skirmishes between all these forces in the battalion's battles for you, all going on behind the scenes, but simplified down to statistics for units left (health), and battle readyness, and defensive bonuses that you can see to see how the battalion is doing. The imagination can at times explain things better than the game developers themselves can with actual gameplay features. Especially if visuals aren't important, or neccesary.
Feel free to post your agreements or disagreements with what I have and tell me if there is anything that needs to be fixed due to conflicting factors with my descriptions, or anything that needs to be explained better above.
One thing I would love to be added is planetary invasions that can also be manually controlled at a strategyic level. Every planet texture would also have a similar looking stretched-out global map version of it that you can see anytime by clicking on a button that would cause a window to come up showing the strategic map overlay.
The map will randomly placed cities, towns, or villages on the ground of the planet (unless you are an aquatic race in-which it will randomly place cities in the oceans.) around the map depending on the population of the planet and when the city itself was built. Like if the planet was just colonized, the game will randomly place a village sized settlement on the map and when the population goes up quite a bit it will soon develop into a town also causing another village to pop up somewhere else on the map and whenever the pop goes up even more that town will soon develop into a city causing another village to pop up randomly and the previous village to develop into a town also causing another village to pop up and this process will continue until a maximum settlement limit is reached like 20-40 settlements or something depending on the size of the planet.
The development levels would be:
* Village - just starting out. Don't take much population to develop into a town
* Town - Starting to look like civilization. Takes a decent amount of population to develop into a city
* City - 6-10 story buildings turn into 60-100 story buildings and city borders begin to stretch for miles. Requires a very large planet population to even think about developing into a metropolis, most likely the planet would have hit its settlement limit and have 0 villages and very few towns most already developed into citys before the first city even develops into a metroplolis.
* Metropolis - These 60-100 story buildings slowly grew into these sprawling 600-1000 story skyscrapers with nothing but hundreds of miles of endless steel and concrete jungle. As big as it gets, you know the planet is soon reaching its pop cap when all the cities have reached metropolis level, only around several 10 million pop left till cap reached.
Basics
Now that I have explained the settlement system to accompany this overhaul and give some areas of strategical value on the strategy maps now I will go into detail on how invasions will work and what role these settlements will play in these optionally controlled battles that will play out in real time like everything else except this time you can control and oversee the progress without simply relying on who has the highest numbers and watching two scales slowly deplete.
Since these ground battles and invasions could become very common in late-game wars, whenever a planet will currently under attack or being attacked a permanent tab could appear on the right side of the screen that you can pull out and show you all the ground battles currently taking place with a few simple stats like amount of yours and the enemy's forces that are still present and any other useful but brief information to give you an idea on how its currently doing with an option to go check and directly control any specific one if you wish. The AI can handle the battles by them selves unless you decide to switch off the AI in a certain battle if you would rather take control of the whole planetary conquest. Any newly started groundbattles will automatically start with AI on and will pause the screen just in case there are a few options you would like to activate and control yourself as I will go into further detail later.
Another main element of ground battles that applies to all sides of a conflict is to make sure that your battalions are not flanked by enemy battalions. The individual battalions each have 4 sides. Whenever an enemy battalion is engaged the side is the enemy is attacking the battalion is flagged as "busy". But if another enemy battalion moves in and starts attacking another side, your battalion will get a defensive penalty due to flanking. The more of the 4 battalion's sides that are flagged as "busy" the more larger the defensive penalty will become and the chance of that entire battalion will be wiped out due to overwhelming forces. Having another friendly battalion near a side that you fear has a risk of being flanked is a smart defensive precaution to practice and could even allow you to set up your own forces to flank the enemy too. This all just to add to the strategic value of ground battles.
* Defending
If you are the defending side your forces will be divided between all your settlements with most being in your largest settlements and the least being in your smallest depending on what option you set in the empire policy screen or can be personally hand placed before battle if you wish, but remember, it will still take a day or two to move units around to another depending on how far the area you are moving to on the planet is, but is sped up just a little when not under attack since you don't have to worry about defense or any other necessary procedures and logistics required during an invasion. But your main priority is protecting your settlements, although true that without your forces anyway your defenseless, the cities provide some defensive bonuses to any Battalions controlling them although depending on the size of the settlement there is a limit to how many battalions you can have stationed in a settlement. Battalions also placed near a certain radius of a city will have a little tiny bit of a defensive bonus due to being closer to supplies and equipment if needed, but only if the city is under your control. If you have any ships in orbit above the planet, you can go back to main view, click on one of them, tell them to tactically bombard a planet (A different option besides your usual, reckless, Bombared Planet option.) and then click on the planet you wish to tactically bombared causing the planetary strategy map to pop up and let you select a target area to bombared, but the damage would be great and if to close to friendly cities or forces, can cause a very negative effect on your alignment and planet approval, although the planets approval will be hurt a little regardless if you hit any friendlies of not.
If its your homeworld then you will have a chance of having one of your battalions turning into a hero battalion when the battle starts or sometime during the battle. Heros have a chance of being generated from battalions on worlds other than your homeworld but the chance is very small, like 3-5%. Hero units will twice the strength and effectivness of a normal battalion and will stay with you for the durations of the game until its is destroyed in battle or 50-80 years have past since the hero battalion was transformed from a normal or milita unit with milita units having a higher chance to become a hero.
Also, if the battalion, whether its normal, milita, or hero, is fighting on a planet perfect to the races prefered conditions like water worlds, desert worlds, and such.
* Invading
If your on the invading side things are a little different. When the first of your troops first land on the planet the game will pause and give you a few options unless you want the AI to do this part for you...
You will get to tell where you want your first battalion to land by placing a rally point, a rally point can be placed only outside of a certain radius of a settlement, any more forces will land at this rally point and more rally points can be placed with certain priority ranging from 1-3 that will determine whether or not a battalion lands there over another. Up to 4 of these rally points can be placed with the priority easily changed by clicking on the rallypoint and selecting its priority with a drop-down menu. Once on the planets surface, your main priority is to start taking a few cities to obtain a strong foothold on the planet, defending forces will have a small defense bonus even if not in a city since they know the terrain better than the attackers so having a foothold would be important, and signifigant numbers are always important anyway in an invasion.
Taking over the planet will also no longer give the victorious ground forces absolute immediate control of the planets entire orbital defenses anymore either, it will only shut down all the defense platforms and only give the invaders control to the space-port but only with 3/4th the original firepower and only after a good 7-10 days after the entire planet was seized and a bit more if the space-port is medium and even more days if its large, and it wont be until a month after the space-port and the defense platforms has been captured before control is giving to the victorous invadors to the remaining defense platforms, and given full firepower to the captured space-port. Also since the ground battles themselves can last longer than originally, unless you have an absolutely overwhelming force, the chances of you capturing the planet before the space battle going on above is over and before the space-ports and defense platforms themselves are destroyed is much, much smaller.
If you have the ability, you can use bombardments just like the defenders can, although not as accurate as it would be if it was the defenders calling the bombardment, can be used significantly to help dwindle down defenses if you aren't worried about population casualties. If the invaders previously controlled the planet before the defending side took it prior, the defending side will not have its bonus to defense outside of settlements due to not being familiar with the terrain and locals. Thus putting the invaders or even rebels at an equal or advantagious position.
If its the enemy empire's homeworld you are attacking, the defenders while having all the bonuses to defense outside of settlements and other advantages to being the original controllers of the planet and due to being familiar with the terrian, but they also will have a 10% or 20% chance that a battalion will turn into a Hero battalion that will be double the strength and effectiveness of an normal battalion of the battlions race of origin. This happens on homeworlds exclusivly due to the whole "defend the homeland" mentality that the population will obtain. There is as higher chance of the hero being originated from a milita battalion than a normal battalion.
The normal, milita, or the new hero battalions will also recieve a small bonus if the battalion is fighting on a planet perfect to the aliens race's prefered condition like water worlds, desert worlds, and such. Possibly equally matching the bonuses of the original defender at times, making the battle equal, this does not stack on top of the defense bonus on familiar worlds. Also the only way a world will become familiar to the race is it will need to be under the control of the planet for at least 20 years, or be the empires original homeworld giving the race perfect familiarism to the planet from the start.
Final Thoughts
Although I loved how they had introduced ground combat to the game not long ago, I hated how little control or information you had with groundbattles and wished that there was a way to allow ground combat to be optionally controlled without adding much more micro management if any since you can just let the AI do it, and since it progresses slow, even slower than some space battles, you won't need to be switching back and forth between groundbattles over and over agian if you decide to controll all of them since it takes a little bit for forces to move across the planets terrain and battles between two battalions themselves can last a several days especially if the battle is taking place in a settlement with lots of defending Battalions that is a high development level.
Although my ideas that I have thrown out here may not be perfect, or completely thought out, I did take alot of time to get my information and do plenty of pre-reading to make sure I had it all as clear and as little conflicting elements as possible. I would love to see these elements added for it will significantly add some more depth and interest in an already deep and interesting game. I didn't bother talking about adding different types of units since I think that what it has now is enough to be satisfiying and what I have wrote down here will already be complex enough to work out without having to throw in anymore different kinds of units. Since, I like to pretend that the battalions themselves are actually mixed consisting of all the other divisions of a military force like infantry, artillery, air, transportation, and armor. But simplified down to a single, easy to manage unit that the officers and field commanders of each battalion themselves control the small tactical skirmishes between all these forces in the battalion's battles for you, all going on behind the scenes, but simplified down to statistics for units left (health), and battle readyness, and defensive bonuses that you can see to see how the battalion is doing. The imagination can at times explain things better than the game developers themselves can with actual gameplay features. Especially if visuals aren't important, or neccesary.
Feel free to post your agreements or disagreements with what I have and tell me if there is anything that needs to be fixed due to conflicting factors with my descriptions, or anything that needs to be explained better above.

- uberknight72
- Posts: 68
- Joined: Mon Jul 25, 2011 10:35 am
RE: Master Wishlist Thread
And np Data. I always just found it awkward. Funny thing is that the more I find about the game for both features I would like added or problems that I also bring up in the forums, it always seems that an army of input before me has already thought on or discussed or requested it before, lol.
Hopefully with all this consistent feedback all our wishes will be made true sometime in the future, in fact the Devs would be half retarded NOT to do allot of our requests to some degree. The only time I have ever seen listening to the community actually harm a game was with Mass Effect 2, in which allot of the community wished for the Mako missions to be completely removed, which Bioware blindly listened and altered in the sequel, making allot of the same fans and gamers that requested it feel dumb by finding out the Mako missions were actually fun and cool and found to be missed by alot of people, giving the devs a "MAKE UP YOUR MIND" feeling.
Luckly, I haven't seen hardly any bad requests for this game that have been requested numerous times. Only one I have seen was getting rid of the ground combat entirely, which I actually wish to be extended upon as you can tell with one of my latest posts to this thread, just above this one.
Hopefully with all this consistent feedback all our wishes will be made true sometime in the future, in fact the Devs would be half retarded NOT to do allot of our requests to some degree. The only time I have ever seen listening to the community actually harm a game was with Mass Effect 2, in which allot of the community wished for the Mako missions to be completely removed, which Bioware blindly listened and altered in the sequel, making allot of the same fans and gamers that requested it feel dumb by finding out the Mako missions were actually fun and cool and found to be missed by alot of people, giving the devs a "MAKE UP YOUR MIND" feeling.
Luckly, I haven't seen hardly any bad requests for this game that have been requested numerous times. Only one I have seen was getting rid of the ground combat entirely, which I actually wish to be extended upon as you can tell with one of my latest posts to this thread, just above this one.
RE: Master Wishlist Thread
ORIGINAL: Davor
I will repeat what others have said as well. Bigger fonts, some of them are hard to read since they are so small.
I for one would love to have a planetary screen so I actually feel like I am building a colony. I guess this would be for an expansion.
I like the idea of an eta for when the ship will arrive. This way we can tell when faster engines are in place there is an actual change in speed.
A pre warp era chocie. So there is no mining bases at all in place. I love building everything myself. I can't delelet the mines that are already in place. In a few trial games that I did, i see I already explored other systems. I rather have the option of doing that. Nothing explored, nothing built or what ever in between.
More to come later. Love what I am seeing so far.
Not sure if this has been posted elsewhere within here too, but I like the pre-warp era choice during set up as well.
I have figured out how to delete bases and edit in a fresh new planet in an edited Sol System and delete the original planet to simulate Earth at the beginnings of space flight.
It would be great for an option for some races to not have FTL at the start and maybe even have to build their first small space port. It needs to be researched, found, or another race sells it to you. Sure it would be a real slowwww start but for role play or people that just like to start completely from scratch this would be a nice option and give the AI a little edge too.
RE: Master Wishlist Thread
It has been by several others and me as being a mooniac I really liked the pre warp start there. Glad to have your vote on this Tnarg, the more the better [:)]
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
- uberknight72
- Posts: 68
- Joined: Mon Jul 25, 2011 10:35 am
RE: Master Wishlist Thread
ORIGINAL: Tnarg
Also, there should be a process after contact. Sure it might be a peaceful contact, but to begin trade and talk about further alliances a ship must visit the closest world with a diplomatic team and and embassy set up. This process could go bad if money is not pumped in and relations could go south fast. Also contact must be maintained via a shipping route for negotiations otherwise contact is lost with that empire and must be re-established. So no more allies across the galaxy unless the two empires are willing to front the expidition cost for a 500 light year journey and then maintain it.
I like this actually, always found it odd that the moment you bumped into an alien race negotiations, alliance, trade, and all those options are immediately available.
RE: Master Wishlist Thread
This is the Picard approach [:D]
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
- Gareth_Bryne
- Posts: 234
- Joined: Sun May 16, 2010 3:33 pm
RE: Master Wishlist Thread
And, as far as troops policy is concerned, my two cents:
P.S. Oh, and a choosable location for saved games would be nice. I hate digging them out of the Local Settings if I want to play on a friend's computer.
- A general slider for minimum number of troops on a planet.
- Going from the above, an option-exception for more troops on border, regional cap, capital and special resource/research planets (especially as we will have borders in the next expansion, won't we, Eric?)
- And as a conclusion, an option - instead of building more troops, if that is unnecessary, for troop transporters to redistribute them between planets...
P.S. Oh, and a choosable location for saved games would be nice. I hate digging them out of the Local Settings if I want to play on a friend's computer.
"Only an idiot fights a war on two fronts. Only the heir to the throne of the Kingdom of Idiots would fight a war on twelve fronts," - Londo Mollari
RE: Master Wishlist Thread
When a pirate faction joins you, please please please show us the base of this faction (and our new base from this point on) instead of which pirate base has been destroyed to cause the above effect.
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- Posts: 10
- Joined: Fri Jul 29, 2011 11:58 pm
RE: Master Wishlist Thread
able to actively pick what strike-craft are loaded into fighter bays. all the time it always picks fighter and the energy bomber, but you never get to use the missile bombers that are researched.
ITS TROGDOR!! Burninating the country side, Burninating all the peasants, Burninating all the people!! Cause its TROGDOOOOR!!!
RE: Master Wishlist Thread
good point, +1
in general, a combat control mechanism like in soase would be great - by that I mean the ability to select only ships of a certain type or all the other cool options soase has in the left menu during a combat
in general, a combat control mechanism like in soase would be great - by that I mean the ability to select only ships of a certain type or all the other cool options soase has in the left menu during a combat
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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- Posts: 10
- Joined: Fri Jul 29, 2011 11:58 pm
RE: Master Wishlist Thread
Yes, another SOSE fan, yes like that, id like to be able to use what i research.
ITS TROGDOR!! Burninating the country side, Burninating all the peasants, Burninating all the people!! Cause its TROGDOOOOR!!!
RE: Master Wishlist Thread
ORIGINAL: qqqqqq666
When a pirate faction joins you, please please please show us the base of this faction (and our new base from this point on) instead of which pirate base has been destroyed to cause the above effect.
+1
I would like to see this as well.
"Evil is easy, and has infinite forms." -- Pascal
- MartialDoctor
- Posts: 391
- Joined: Mon Mar 07, 2011 10:01 am
RE: Master Wishlist Thread
I'm not sure if it has been suggested before, but I'd really like a change to the size of ship "graveyards." I think it's great that you can find a damaged ship somewhere, repair it, and either use it or get a technology bonus. I also like the idea of these graveyards where multiple ships can be found. However, there are far too many ships, especially capital ships, that really break the balance of the game.
When I find one of these graveyards, it's typically earlier in the game and before the other races find it. I actually have made a rule for myself that I can't send more than one construction ship and I can't repair a capital ship when I find one. Getting even one of these high tech capital ships early game can be game changing. A player can go from being at a severe disadvantage to being able to take on a much larger enemy fleet without much issue, even with one of these behemoths (backed by your normal units of course), much less multiple.
What I'd like to see is either a setting for these graveyards, or a reduction in their size. Varying the tech levels of these ships would also be a good option.
Graveyards should contain multiple frigates and destroyers, with an occasional cruiser and, very rarely, a capital ship. I think, in this way, it would make them valuable but not overwhelming as they are now.
Just my thoughts [:)]
When I find one of these graveyards, it's typically earlier in the game and before the other races find it. I actually have made a rule for myself that I can't send more than one construction ship and I can't repair a capital ship when I find one. Getting even one of these high tech capital ships early game can be game changing. A player can go from being at a severe disadvantage to being able to take on a much larger enemy fleet without much issue, even with one of these behemoths (backed by your normal units of course), much less multiple.
What I'd like to see is either a setting for these graveyards, or a reduction in their size. Varying the tech levels of these ships would also be a good option.
Graveyards should contain multiple frigates and destroyers, with an occasional cruiser and, very rarely, a capital ship. I think, in this way, it would make them valuable but not overwhelming as they are now.
Just my thoughts [:)]
RE: Master Wishlist Thread
I have experienced problems with troop transports not loading troops.
1) I'd much prefer some way to choose how many get loaded/unloaded when giving a manual order.
2) I should be able to set a minimum garrison level of troops for my planets and then any TT would load everything available without leaving the planet with less than that number. A global variable, while useful, wouldn't suit as I suspect most of us leave our core planets deep within our empires undefended to strengthen troop deployments closer to our hostile neighbours.
1) I'd much prefer some way to choose how many get loaded/unloaded when giving a manual order.
2) I should be able to set a minimum garrison level of troops for my planets and then any TT would load everything available without leaving the planet with less than that number. A global variable, while useful, wouldn't suit as I suspect most of us leave our core planets deep within our empires undefended to strengthen troop deployments closer to our hostile neighbours.
RE: Master Wishlist Thread
+1 especially the second idea would be very useful.
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
- MartialDoctor
- Posts: 391
- Joined: Mon Mar 07, 2011 10:01 am
RE: Master Wishlist Thread
ORIGINAL: Sithuk
I have experienced problems with troop transports not loading troops.
1) I'd much prefer some way to choose how many get loaded/unloaded when giving a manual order.
2) I should be able to set a minimum garrison level of troops for my planets and then any TT would load everything available without leaving the planet with less than that number. A global variable, while useful, wouldn't suit as I suspect most of us leave our core planets deep within our empires undefended to strengthen troop deployments closer to our hostile neighbours.
Yeah, these are good ideas. I was going to suggest #1 as well.
RE: Master Wishlist Thread
Copied from another thread. - A way to give players limited control over the private sector ships to avoid situations where construction takes years because no freighters bring needed resources there:
Basically, it would be nice for players to be able to put more "weight" on certain transport jobs to make them more appealing to the private sector.
I would like to see a mechanic similar to the one used in the game "Majesty". In this game you play as a ruler of a kingdom,and can train knights, rangers, mages and other fantasy units but you have no direct control over any of them. If you want them to attack something, you set a bounty on it and all units in the neighbourhood move in for the kill. Maybe you could be able to set up special missions for the private sector (For example: the first freighter that brings 10 units of chromium here gets a bonus of X money - the more money the more appealing the mission).
Basically, it would be nice for players to be able to put more "weight" on certain transport jobs to make them more appealing to the private sector.
RE: Master Wishlist Thread
+1
+2 actually
+2 actually
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....