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Re: Suggestion Thread
Posted: Fri Mar 25, 2022 2:37 pm
by WingedIncubus
zgrssd wrote: Fri Mar 25, 2022 2:27 pm
That idea is like the missing 13 Races:
They absolutely come.
They just had to be cut for realease, to have any hope of finishing the game this decade.
I am certain of it too, however it would be a wasted opportunity just to copy and paste from DWU without improving on it.
Perhaps, by randomizing how each Pirate group is open to making deals with Empires? Some would be more than willing to share their cuts with other Empires, while some are plain racists, and others are just into being pirates and set their own little space pirate republic at war with everyone in a corner of the Galaxy.
Also, I would love to see pirate groups making diplomacy and deals between one another, even build a cartel to control a specific rare good, or a crime syndicate to form a united criminal organization, or wage turf wars against each other.
Re: Suggestion Thread
Posted: Fri Mar 25, 2022 5:41 pm
by Emperor0Akim
Dampfnudel wrote: Fri Mar 25, 2022 12:57 pm
Can we get "passive" technlogies?
Like a tech that simply boosts all counter measurement by 5% or all armor rating by 10% etc.
You mean like Countermessure Scanners or Fleet Counter Measures or Damage Reduction ?
Or Admirals

Re: Suggestion Thread
Posted: Fri Mar 25, 2022 5:43 pm
by Emperor0Akim
WingedIncubus wrote: Fri Mar 25, 2022 2:37 pm
zgrssd wrote: Fri Mar 25, 2022 2:27 pm
That idea is like the missing 13 Races:
They absolutely come.
They just had to be cut for realease, to have any hope of finishing the game this decade.
I am certain of it too, however it would be a wasted opportunity just to copy and paste from DWU without improving on it.
Perhaps, by randomizing how each Pirate group is open to making deals with Empires? Some would be more than willing to share their cuts with other Empires, while some are plain racists, and others are just into being pirates and set their own little space pirate republic at war with everyone in a corner of the Galaxy.
Also, I would love to see pirate groups making diplomacy and deals between one another, even build a cartel to control a specific rare good, or a crime syndicate to form a united criminal organization, or wage turf wars against each other.
I like those suggestions as well, it would fit well into the racial diplomacy research, you could do that for pirates as well.
Re: Suggestion Thread
Posted: Fri Mar 25, 2022 10:10 pm
by Thineboot
On
Spies and Missions
zgrssd wrote: Sun Mar 13, 2022 3:23 am
Counterespionage
It would be nice if the effect was simply a passive for having no mission, rather then a dedicated mission.
No dedicated mission should result automatically in
Code: Select all
Target Empire: (Counter intelligence against all empires)
Mission Type: Counter intelligence
Time To Complete: Until cancelled
displayed in another color, like yellow, instead of white, to catch our attention.
zgrssd wrote: Sun Mar 13, 2022 3:23 am
Mission Seleection
The Empire List would be helped a lot if you at least indicated who of them is a Pirate, who is a major empire - and what their races are.
Show the target flags, not only the name, and use a light red instead of white to indicate the target being a pirate.
zgrssd wrote: Sun Mar 13, 2022 3:23 am
Species Dosier
This operation would target a Species rather then a Empire. And would grant progress in the lower 1-3 Diplomacy techs.
A similar operation could exist for the Ambassador.
Especially when the targeted species lives on one of your colonies. Assimilation rate, satisfaction, [whatever I'm not thinking of right now], could be factored in without possibly harming diplomatic relations.
Trade without communication is really hard - have you ever tried? Travel to a foreign country and try to buy something on the market... ok, I get it, today everybody has a smart translator in their pockets but just for the moment, what if a government shuts down all servers and you end up with no connection... somehow you have to learn to communicate and on the way you learn some manners aso asf. So establishing good relations with other empires, pirates and independent colonies should result in a steady better understanding of their species. Big impact on the basics, low impact on the
scientific end of immersion...
As for the Ambassador, their race should make a difference, too - just in case you haven't thought about that.
... and now for something completely different...
pop down for Target Empire, Mission Type, Mission Target, Time To Complete, all generate a set of
- Target Empire:
- Mission Type:
- Mission Target:
- Time To Complete:
Whichever you select there are
Success Probabilities for each item of the list. Instead of having a click festival show those probabilities right next to the item. Either in front or at the end. With multiple options we shouldn't be forced into either automatic spying or more time check for a good chance than writing this whole post - for each spy every time they come back.
And finally, as
Velk wrote: Sun Mar 13, 2022 8:21 am
A few suggestions on spies:
It desperately needs to default to the same or similar mission when the spy succeeds. If they just stole part of cruiser tech off the ackdarians, there is absolutely no reason to make you scroll through the list to find the ackdarians again and then choose steal research again and then choose three months... Again
If you have multiple spies this is just outrageous micromanagement of pointless busywork.
Automation doesn't really help here because they could go off and do literally anything.
On a similar note, the end of mission pop-up should have a show me link that goes to that spy so you can give them a new mission.
What would be really nice is some automation direction, like steal research from X that you can set and forget.
Also, while espionage skill goes up from spying and sabotage skill goes up from sabotaging, conducting counter intelligence operations does not seem to grant any skill experience at all for your spies, so a defensive spy war is always doomed to failure because it only takes one success before the aggressor starts outlevelling the defender.
pointed out, just show up the spy on a click with their last mission selected and let us decide whether we wanna change or repeat it. It would be so much more fun than it is at the moment.
Re: Suggestion Thread
Posted: Fri Mar 25, 2022 11:23 pm
by zgrssd
Thineboot wrote: Fri Mar 25, 2022 10:10 pm
zgrssd wrote: Sun Mar 13, 2022 3:23 am
Species Dosier
This operation would target a Species rather then a Empire. And would grant progress in the lower 1-3 Diplomacy techs.
A similar operation could exist for the Ambassador.
Especially when the targeted species lives on one of your colonies. Assimilation rate, satisfaction, [whatever I'm not thinking of right now], could be factored in without possibly harming diplomatic relations.
Trade without communication is really hard - have you ever tried? Travel to a foreign country and try to buy something on the market... ok, I get it, today everybody has a smart translator in their pockets but just for the moment, what if a government shuts down all servers and you end up with no connection... somehow you have to learn to communicate and on the way you learn some manners aso asf. So establishing good relations with other empires, pirates and independent colonies should result in a steady better understanding of their species. Big impact on the basics, low impact on the
scientific end of immersion...
Yeah, with active trading or even having them as colonsits, some progress shold be automatic.
Not everything of course. There can be details of culture you can only learn via dedicated scientific effort. And just because you entire population has that knowledge distributed between them, does not mean you can gather it for free.
Re: Suggestion Thread
Posted: Sat Mar 26, 2022 1:17 pm
by ioulaum
1. Remote fuel transfer should have priority over docked fuel transfer, currently remote fuel transfer only works on the number that exceeded docking bay allows.
2. Deep Cover should have an easier difficulty and similar to counter-espionage mission as an on-going mission, and the agent will facing an increasing chance to be discovered as enemy counter-espionage power rises.
2.a Some easier sabotage/psyops missions should be added to help lvl up spies. Like steal resource & insert discontent.
3. Bigger design list interface as well as a cleanup button to delete all zero-numbered obsolete design.
Re: Suggestion Thread
Posted: Sat Mar 26, 2022 2:03 pm
by HateVagueManuals
zgrssd wrote: Tue Mar 22, 2022 12:20 pm
HateVagueManuals wrote: Tue Mar 22, 2022 6:28 am
StormingKiwi wrote: Thu Mar 10, 2022 9:23 pm
Being able to queue orders for an individual ship e.g. to first move to Earth, then move to Jupiter, then attack a target, then refuel at Mars.
I was just thinking this a couple of hours ago, wishing I could queue up some orders. On auto the explorer for some reason wanted to leave the system even though most of it was unexplored.
I would prefer a way to controll the Automatic Explorers.
Stuff like "scan your own territory with survey before netural and other empires".
Note that the displayed Exploration levels are wrong. They only show the last Exploration level something happened, not the actuall level of Exploration.
I really like that idea.
Re: Suggestion Thread
Posted: Sat Mar 26, 2022 2:14 pm
by zgrssd
I made a seperate thread about the mater of Fleet cohesion:
https://www.matrixgames.com/forums/view ... 1&t=381366
Note that I made this before "Prepare and X" was reintroduced. And I still think my idea is better.
Given that I have developed it for DW1, which faced similar challenges.
Re: Suggestion Thread
Posted: Sat Mar 26, 2022 4:12 pm
by Emperor0Akim
Add a Marker for Ships ( especially mine ) when they pass behind a planet, so I still know where they are.
I found that visibility of small ships around planets, especially with asteroid rings, is pretty bad in general.
In this regard I really miss the minimap from DWU.
So in addition, please add an option to keep Ship Markers on all Zoom Levels.
And an option for IFF, change the Faction colors into Friendlies / Neutral / Enemy
Re: Suggestion Thread
Posted: Sat Mar 26, 2022 4:50 pm
by Emperor0Akim
Another UI thing :
In the sidebar : Instead of the Information ( No Mission ) ships should show ( Under Construction 66% )
Bases constructed by Construction Ships don't show ( Under Construction 45% ) when selected.
Re: Suggestion Thread
Posted: Sat Mar 26, 2022 5:22 pm
by SamuraiProgrmmr
I would like to add my most intent support for the suggestions about changing 'no mission' to 'under construction' and a button to delete obsolete designs with zero ships constructed.
Re: Suggestion Thread
Posted: Sat Mar 26, 2022 5:39 pm
by gravyten
I can steal a territory map and I somehow know the revenue everyone has but I’m completely blind about their military power. I would like a system where there are different levels of intelligence on other empires. At the beginning we’d have no estimate on rival military power but as time goes on we’d get more accurate estimates. At high levels we could see ship designs of pirates and other empires
Also I don’t think we should be able to know what technologies rivals have until we have tech intelligence on them. Then when we can see their tech we can steal. We can get intelligence points by relatively safe missions by spies that have no time limit. Missions like steal technology or galaxy map would risk the life of the spy. Would also be cool to be able to put spies on monitoring stations near rival territory. Intercept their messages. Slow to get information and hard to get info on empires far away
If stealing technology takes points it won’t be as overpowered
Re: Suggestion Thread
Posted: Sat Mar 26, 2022 5:53 pm
by AKicebear
gravyten wrote: Sat Mar 26, 2022 5:39 pm
I can steal a territory map and I somehow know the revenue everyone has but I’m completely blind about their military power. I would like a system where there are different levels of intelligence on other empires. At the beginning we’d have no estimate on rival military power but as time goes on we’d get more accurate estimates. At high levels we could see ship designs of pirates and other empires
Also I don’t think we should be able to know what technologies rivals have until we have tech intelligence on them. Then when we can see their tech we can steal. We can get intelligence points by relatively safe missions by spies that have no time limit. Missions like steal technology or galaxy map would risk the life of the spy. Would also be cool to be able to put spies on monitoring stations near rival territory. Intercept their messages. Slow to get information and hard to get info on empires far away
If stealing technology takes points it won’t be as overpowered
I like these ideas to make espionage more meaningful and challenging. As it is its too much of a cake walk, and simply increasing the fail risk won't feel right. A multi-step process to even know what techs to steal is a good idea.
Re: Suggestion Thread
Posted: Sat Mar 26, 2022 6:59 pm
by Thineboot
gravyten wrote: Sat Mar 26, 2022 5:39 pm
I can steal a territory map and I somehow know the revenue everyone has but I’m completely blind about their military power. I would like a system where there are different levels of intelligence on other empires. At the beginning we’d have no estimate on rival military power but as time goes on we’d get more accurate estimates. At high levels we could see ship designs of pirates and other empires
Also I don’t think we should be able to know what technologies rivals have until we have tech intelligence on them. Then when we can see their tech we can steal. We can get intelligence points by relatively safe missions by spies that have no time limit. Missions like steal technology or galaxy map would risk the life of the spy. Would also be cool to be able to put spies on monitoring stations near rival territory. Intercept their messages. Slow to get information and hard to get info on empires far away
If stealing technology takes points it won’t be as overpowered
Besides the obvious

this would also add the possibility to get rid of
Demoralizing spies at your home world without feeding them to the [whatever animal your species is using to replace your failing organs]. Why for [whatever higher being(s) your species calls upon] sake do all spies have to remain on your home world?
Re: Suggestion Thread
Posted: Sat Mar 26, 2022 7:08 pm
by zgrssd
I agree with the idea of having Spies in Monitoring stations. Similar to how you have to deploy scientists to get their bonus.
Re: Suggestion Thread
Posted: Sat Mar 26, 2022 7:16 pm
by zgrssd
Do not pause the UI Updates while the game is paused!
There is no reason whatsoever that UI Updates (like availible Colony options) should stop, just because the game is paused.
In fact, quite the opposite. A paused game is the ideal scenario to update the UI.
Re: Suggestion Thread
Posted: Sat Mar 26, 2022 10:55 pm
by Thineboot
Compare Designs
Researching new tech often results in a bunch of new designs. That's ok, you do not have to do everything by yourself. But when you try to compare the old and new design you have to start using multiple screenshots and compare them since not all information fits onto a single page - not even on 4K and standard size UI. I just wanna know what the AI has changed. Since you can't predict each and every possible combination you gave the AI some rules to work with. And they won't fit all the time.
There are multiple ways to do this. One simple that springs to my mind is compiling a list of what has been changed and generate a pop up. Should be easy to do and saves us at least the basic, time consuming data gathering.
Re: Suggestion Thread
Posted: Sat Mar 26, 2022 11:48 pm
by Thineboot
Upgrade alien designs
When you capture pirate ships you can't build them. Plausible, neither do you have to original blueprints nor are your yards outfitted to produce those [i[alien[/i] hulls. But since you have the hull more or less intact you can repair it - does it cost more than repairing your own hulls? Same goes for all those tech that comes with the hull - ever wondered how your engineers repair destroyed components? So you have a hull, you have components, and at some point your own scientists manage to come up with better equipment. At this point you'd like to replace those outdated alien parts with your brand new fresh superior designs... but you can't, because even while you can upgrade those alien hulls your station masters refuse to comply, they just don't wanna exchange a single part while they happily repair those alien part over and over again.
Same goes for those fancy abandoned stations. While you can upgrade the design you can't use it. You have no problem to change the whole structure and replace it with your own hull without paying any extra - but you can't keep the original hull. That not only makes no sense other than from a game design standpoint where you try to simplify things. But from an immersion standpoint it just hurts your [oxygen(?) transporting liquid(?) pumping inner organ].
Interceptors and bombers are built during flight. That means their carriers, starting with destroyers, must have those blueprints in their computers. You may argue that all data are wiped out. But since you get a design for each individual(!) interceptor and bomber that was once stationed on those ships at least those alien ships should be able to reproduce them for themselves.
Using alien hulls should be part of the game. You'll acquire various of them during the course of your play and they all have their own story. Changing the painting is one thing but converting a hull is something completely different. That works with improved variants but changing an ancient, abandoned hull no one has seen for millennia is something completely different. Same goes for obvious reasons for hulls built by other empires and pirates.
Re: Suggestion Thread
Posted: Sun Mar 27, 2022 1:53 am
by Thineboot
Add button to forum post like agree/disagree or support idea, especially helpful for you guys and gals of Matrix since we don't have to post/quote the same ideas over and over, which many won't do at all, but showing support for an idea is easy and gives you a better understanding which ideas are favored by more than just the poster themself.
Re: Suggestion Thread
Posted: Sun Mar 27, 2022 9:33 am
by Dampfnudel
Emperor0Akim wrote: Fri Mar 25, 2022 5:41 pm
Dampfnudel wrote: Fri Mar 25, 2022 12:57 pm
Can we get "passive" technlogies?
Like a tech that simply boosts all counter measurement by 5% or all armor rating by 10% etc.
You mean like Countermessure Scanners or Fleet Counter Measures or Damage Reduction ?
Or Admirals
I dont mean a component. I mean a tech giving a passive buff. A tech that buffs values. Similar mechanic to admirals indeed.