Master Wishlist Thread

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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AminMaalouf
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RE: Master Wishlist Thread

Post by AminMaalouf »

Wish:

- pop up screens with transparent background
- a running mode for game on while pop up on
- additional speed settings
- broader variation in primary and secudary colors
- smaller or better said better optical integration of main function's bar now on the mid top over the map (compare eu3, hearts of iron3)

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Okim
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RE: Master Wishlist Thread

Post by Okim »

1. A hotkey + click on component in a design screen to add 5 or 10 components of that type to a ship/base. Will help a lot when designing capitals and large bases. Currently we have to click 40 times to get 40 shields/armor...

2. A button somewhere in selected item screen to instantly jump to its cargo/components (or at least a hotkey). Currently i have to navigate to ship/bases screen and search the required ship there.

3. An option in build order screen that allows a player to choose which fleet the newly ordered ships will go to. Much like the one available in ships/bases screen. Also this screen needs a checkbox/option that will make it stay opened after pressing the build button. This option will greatly improve fleet reinforcement procedure removing the current 'ship/bases screen -> show military ships -> order by type -> select what you want -> select fleet you want' way to add ships.
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MartialDoctor
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RE: Master Wishlist Thread

Post by MartialDoctor »

Formations

It would be nice to see some fleet formations in this game.  They don't even need to be that complicated.  Just a few that would allow one to have fleets move in formation.

It would make for varied ship designs to be more useful.  One could make a long ranged ship, with lighter shields, and armor and have them stay in the back of the formation.  While keeping the more heavily shielded / armored ones in the front.  The settings could be added to the ship design (i.e. have a designed formation type field) or something of the sort.
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Gelatinous Cube
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RE: Master Wishlist Thread

Post by Gelatinous Cube »

Oh my god, yes. Just some basic functionally useful formations that the AI will use. Coupled with fleet posture, this would be big for the wargaming aspect!
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Gelatinous Cube
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RE: Master Wishlist Thread

Post by Gelatinous Cube »

I've had a couple good ideas today.. figured I'd post them here so they don't get forgotten when threads die!

This one is for adding a simple "Suggest and then Evaluate" option for Ai Ship Design/Retrofitting, as a middle-ground for people like me who don't quite have what it takes to dive fully into designing everything, but still wanting to make sure the AI isn't putting something dumb on your ship.
Internally, we already know (if you have AI Ship Design) that the AI is creating new ship types. If there could be a popup EVERY TIME (or evenbetter, every time it equals the shiptype/role that we CHECKBOXED!) asking if you could "Please look over these designs, sir, and modify or approve them." If you then choose to modify them, it should integrate seemlessly with your system as though the AI designed it itself--no mucking about with "Oh, crap, now its internally flagged as something different."

This one is for more fleet posture functionality! I love fleet postures, and I think there is unlimited potential here for added depth. Especially if you can throw some special "pre-canned" situational strategies for the AI Empires in there, too.
A very good improvement to fleet posture would be a few more sub-postures for further refinement. If I could set about half the fleets in those screenshots to something like "Interdict Shipping" or "Harass Weaker Fleets Only" or even "Guerrila"... or on the defensive side "Pirate Hunting" or "Supply Line Defense" ect...

By adding those in to the existing system, you could allow for complete ease-of-management (even ease-of-micro-management) for in-depth strategems of nearly any variety. As it is now, all those are still possible by babysitting... but having specific sub-postures would be too freaking cool.
colonyan
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RE: Master Wishlist Thread

Post by colonyan »

Per Planet Garrison Troop Number Setting
Player can set the number of minimum troops to be kept on a colony.
Facilitate troop management in event of surface warfare during invasion and defending the invasions.
~ Full and Warm ~
Neotheone
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RE: Master Wishlist Thread

Post by Neotheone »

Ability to tell the computer AI how much it can spend and be able to keep a certain cashflow per year incoming. Man I give control over to the AI to spend and it becomes a (one of them political things we can't talk about here) and spend spend spends.
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Grotius
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RE: Master Wishlist Thread

Post by Grotius »

I'm loving the game! I've seen many of my suggestions mentioned in this thread before, but I'll repeat them anyway.

1. Separate hotkey for colony ships.

2. A way to add 5x or 10x components to a ship with one click.

3. Separate character portraits; at least one per character type would be nice. The only change now is the character's emblem.

4. Ability to request mining/refueling rights? Right now we can give these away; but can we request them?

5. In the category of "I know this would be a major change": an option to some randomness or variability in the tech tree. Maybe some techs would be more expensive in one game, cheaper in the next. That might make it harder for us to do the same thing every time (e.g., always beeline to the colonization techs). I know this would be hard to implement, but heck, this is just a "wish" list, right?

6. Is there an option for toning down but not eliminating debris fields? I keep reading about people finding game-changing tech or capital ships. Maybe keep the feature but reduce the magnitude of the biggest rewards?

7. An easier way to figure out why an item is stalled in your construction queue.

8. Someone suggested more info on the colonies screen; I can't remember whether this screen shows what each colony is constructing. If not, that'd be helpful.

9. Someone earlier suggested a clickable, persistent list of current battles, with desperate fights in red and more favorable fights in green. Maybe close ones in a third color or gray. Then you could click and zoom to a battle you want to see, and let the "green" battles fight themselves. I'd prefer this to the annoying klaxon.

10. Is there a hotkey that allows one instantly to select and zoom to one's home starport/colony? I understand that one can zoom to an item if one has it selected, but I'd like the ability to select/zoom all at once, for my most important things. Maybe I should be using the ctl-# function for this?

11. Make the galactic map toggle off (as well as on) with the G hotkey. Right now, you can only toggle it on.

12. Make that map zoomable, and in general more interactable. I love that it can show me where, say, caslon is. But I have trouble putting that info to good use while I'm in the G screen, and then I forget it once I quit the G screen and return to the galaxy map.

13. Alternatively, maybe give us a find-resource overlay like that on the Galaxy map -- but directly on the main map. Perhaps some ability that would obscure everything on the main map except (1) my ships, and (2) celestial objects with the filtered resource. That would help me figure out what's close to what, what I need to send where, etc.

Some of my wished-for items may already be in the game! If so, please don't hesitate to enlighten me. Thanks for a great game!
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Chet Guiles
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RE: Master Wishlist Thread

Post by Chet Guiles »

SHIP DESIGN SCREEN

1. Make it possible to allow player to choose which designs will be handled automatically by the AI and which ones a player can design or mod himself. This would at least allow the AI to keep most aships current, without undoing all the work we do in designing or modifying selected designs. I like to arm my explorer ships, but the AI (if I use the automatic update) insists on dumbing them down and reducing their armament.

2. As we progress in the game and higher levels of tech become available, often both older and newer components are in the list. Since newer components may not be desirable (maybe they were developed on the way to achieving some better future tech) to apply to existing ships, it would be super to have an "obsolete" asterisk (like on the main ship list) where we can basically tell the AI not to use those components when we do a mass update.

3. The red typeface for ships that are modified seems not to be of much value, since in manual mode the first time the player does a mass upgrade (for instance to use high density fuel tanks) ALL the design screens turn red and stay red. (If we turn back on automated ship design, the designs created by the AI do show back up as white, but often they are suckazoid designs and we have to go through and obsolete or delete many of them or else the AI will automatically build them instead of the ones we want built when we order up new ships.

Since I really enjoy the manual management of research and ship design, this is about the only real gripe I have with the game. Looking forward to see what a redesign of the ship design screen will look like and what features it will or won't have.

Great game, eminently playable, and hopefully this is a "constructive criticism" and not just a whining session.


DMan777
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RE: Master Wishlist Thread

Post by DMan777 »

Items for consideration:
1. When a popup for a newly colonized planet comes up, clicking on the message changes view to planet location, not colony manager.

2. When clicking on an attack message, view switches to target ship (good) and then locks on onto it (bad, don't like this).

3. Represent quantities of troops on planet with numbers instead of tiny, overlapping icons.

4. Different icons for unit-locked and unit-unlocked in the unit info window.

5. An option for disabling "default" right-click actions.  Would prefer to always have popup with all options without "control-click".

6. Estimated build completion times, ETA's for ships en route, completion of research, etc.
colonyan
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RE: Master Wishlist Thread

Post by colonyan »

Civil Sector Lobbying into State Sector Affecting Foreign Policy etc
Prominent and pompous Financial/Defense/Energy/Religious sector lobby and some times
over take the important decision making. For an example a friendly ally/neighbor turns into fatal enemy
former emperor becoming mere puppet.

More as game event which happens only on Non Player Empire side.

Room for exploration to make it happen on player side.
If unwatched or oppressed
civil sector is left alone too long, they might over take some important
decision user make. Especially foreign stances and military command.

~ Full and Warm ~
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Gelatinous Cube
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RE: Master Wishlist Thread

Post by Gelatinous Cube »

ORIGINAL: DMan777

Items for consideration:
1. When a popup for a newly colonized planet comes up, clicking on the message changes view to planet location, not colony manager.

2. When clicking on an attack message, view switches to target ship (good) and then locks on onto it (bad, don't like this).

3. Represent quantities of troops on planet with numbers instead of tiny, overlapping icons.

4. Different icons for unit-locked and unit-unlocked in the unit info window.

5. An option for disabling "default" right-click actions.  Would prefer to always have popup with all options without "control-click".

6. Estimated build completion times, ETA's for ships en route, completion of research, etc.

+1 for all of these. Especially the bit about having the option to to make every right-click a good one, instead of context-sensitive.
balto
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RE: Master Wishlist Thread

Post by balto »

Add in some hot chics. The Securian leaders, increase chest size to freak show size. Maybe change another race to a sort of hot-like woman (like the Borg gal, who was sort of hot). That way, we occasionally can imagine we are like.., well, ENSLAVE them etc..,

Also, but not as important, calculate the Range for us in the Ship Design screens.
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tjhkkr
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RE: Master Wishlist Thread

Post by tjhkkr »

Character wish...

-- A captured character has the chance to escape captivity.
-- characters have the option to launch rescue missions of captured characters.
-- Buy character release either through technology exchange or money.
-- Prisoner exchange.
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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tjhkkr
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RE: Master Wishlist Thread

Post by tjhkkr »

Another wish...
The psionic powers covered even in a remedial way within characters....
And yes, I want to use the 'Force' [:D][:D][:D]
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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ehsumrell1
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RE: Master Wishlist Thread

Post by ehsumrell1 »

ORIGINAL: tjhkkr

Another wish...
The psionic powers covered even in a remedial way within characters....
And yes, I want to use the 'Force' [:D][:D][:D]
Awww, damn, here we go with TJ having Darth 'force choking' folks again!
Shields are useless in "The Briar Patch"...
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tjhkkr
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RE: Master Wishlist Thread

Post by tjhkkr »

ORIGINAL: ehsumrell1
ORIGINAL: tjhkkr
Another wish... The psionic powers covered even in a remedial way within characters....
And yes, I want to use the 'Force' [:D][:D][:D]
Awww, damn, here we go with TJ having Darth 'force choking' folks again!

[:D]
No, no, no! I just want to be able to keep my galaxy clean of drugs...

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You do not want to sell me death sticks... you want to go home and rethink your life...!!!
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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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2guncohen
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RE: Master Wishlist Thread

Post by 2guncohen »

Possibility to make Sphere of Influence stations ? 
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Data
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RE: Master Wishlist Thread

Post by Data »

If we follow the GalCiv model of influence starbases we should also have buildings / projects that protect a planet from being turned through culture / influence.
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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Gelatinous Cube
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RE: Master Wishlist Thread

Post by Gelatinous Cube »

I think Influence is a bit powerful for it to be wielded by a Starbase. Although something more subtle, like having Starbases that expand the existing influence of nearby worlds would be totally neat.
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