Suggestion: Waypoints with modifer key

The Galaxy Lives On! Distant Worlds, the critically acclaimed 4X space strategy game is back with a brand new 64-bit engine, 3D graphics and a polished interface to begin an epic new Distant Worlds series with Distant Worlds 2. Distant Worlds 2 is a vast, pausable real-time 4X space strategy game. Experience the full depth and detail of turn-based strategy, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.

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erazerhead99
Posts: 37
Joined: Wed May 17, 2017 7:30 pm

Suggestion: Waypoints with modifer key

Post by erazerhead99 »

The game misses waypoint actions, or am i instead missing something? You should be able to set a movement path while holding a key down and making several rightclicks. This should also include targeted actions, like attacking an enemy or going to an opject like a planet.
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100thMonkey
Posts: 637
Joined: Sat Jul 23, 2016 3:27 pm

Re: Suggestion: Waypoints with modifer key

Post by 100thMonkey »

No, it isn't in the game. And it wasn't in DW:U either, even though it had some form of mission queuing.

In my opinion, with a game of DW scale, everything that simplify ship and fleet management in an efficient manner is more than welcome: it's required. And what you suggest would not only make it possible to queue missions in a simple and efficient manner, it would also allow to do it from a big picture perspective. By being able to visualize the sequence of missions on the map, whether from a system view, or from the galaxy view.

Really hope that the devs will consider adding this.
- Imagine how confusing it is to a new player!
- Tedious is the opposite of fun
- "The welfare of the people…has always been the alibi of tyrants…giving the servants of tyranny a good conscience." – Albert Camus
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Thineboot
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Re: Suggestion: Waypoints with modifer key

Post by Thineboot »

Well said, Albert... and you, too, 100thMonkey...
mordachai
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Joined: Fri Mar 06, 2015 4:55 pm

Re: Suggestion: Waypoints with modifer key

Post by mordachai »

Hear! Hear!

Ships & Fleets still need the ability to have "primary goal" which is "sticky" and "temporary, immediate goal" which are more temporary / fleeting / situational / and in addition to or on top of their base goal.

For the above to work - you're talking about a string of base-goals - "Clear system X, then Attack planet Y" -- which need to allow the fleet to figure out all the sub-items at X (deal with the arrival of unwelcome guests, e.g., while there), and similarly at Y, they may need to defend themselves or dispatch an incoming defense fleet that is otherwise picking them off while they'd otherwise be attacking planet Y.

Would be sweet!
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