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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HsojVvad
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RE: Master Wishlist Thread

Post by HsojVvad »

I would like an option as Andrew suggested but not that slow I like slow research but not slow as molasesses in January. I would like to start with nothing and having to research almost everything For that to happen we would need to have be able to make ships without FTL devices as well. Maybe call it Inter Solar Drives so they just work inside a solar system but not outside it

Also I would like that the Major Empires are dispersed better. Opening up the editor I have noticed that in almost ever case, you have an upper or lower filled galaxy. Where 85% of the Major Races are in one half of the galaxy and there is hardly no Majors or none at all in the other half of the galaxies. I don't like starting a game, and I already have contact with 3 races already. Maybe we can have an option to start with contact or no contact with races at the begining of the game.

Fishman
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RE: Master Wishlist Thread

Post by Fishman »

ORIGINAL: Machaon

Some of the base sprites are bigger than the moon sprites they get built on. This makes it impossible to click on a colony. Someone suggested that bases should be built slightly off to the side, this would easily solve this.
The base sprites ARE built off to the side, often. There are caveats to this: First, a base built off to the side is that much less efficient at defending the planet, because there is this giant blind spot where the base's weapons cannot reach, allowing opponents to get that much closer without being turned into dust. Secondly, if the base is enormous enough, it won't help.
Axefire
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RE: Master Wishlist Thread

Post by Axefire »

It would be nice if a fleet can retrofit utilizing all the star-bases system-wide instead of all ships queuing in one star-base. Maybe issue an order "retrofit at a star-system." This is similar to "patrol a star-system" not only a planet, moon or star-base.
Axefire
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RE: Master Wishlist Thread

Post by Axefire »

ORIGINAL: Machaon

Paused means paused! - I'm surprised I have seen no mention of this. Perhaps I am the only one to whom this happens, or maybe I am alone in the fact that it infuriates me to no end. When I pause the game for whatever reason, I am immediately and invariably blasted with pop-ups. This also happens when I open a menu screen, but usually to a lesser degree. The instant I pause, something is attacked by a kaltor, a colony gets founded, two others rebel, a spy gets caught, my political advisor tells me I should declare war on three different empires for no apparent reason and slap a trade sanction on another, two empires try to sell me something and two more tell me to get my military ships out of some system that I probably colonized first. Some of these things cause the game to unpause when closed (THIS SHOULD NEVER HAPPEN), and so I have to pause again, and the whole thing repeats! I usually have to pause two or three times before it sticks. I have seen things pop up when the game pauses to save! STOP IT STOP IT STOP IT!!

I agree, this is the most irritating facet of the game.

It is most irritating when a race offers an exchange of colonies/mining station (while PAUSED) and I am about to click approval, then all of a sudden it is replaced with another message like war declaration (or anything else). And poof, the offer is gone irrevocably. Going into the diplomacy screen will not help, the race offering the trade will not accept exactly the same exchange anymore.
Bloodly
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RE: Master Wishlist Thread

Post by Bloodly »

A little thing:

If a ship has a cargo hold for whatever reason(Freighter, resupply ship, etc.), show what's in it in the little selection box. It'd be nice, plus it'd help to know when working with supply ships how many 'refills' of it's fuel tank (and thus how much it can give to others) it has left. As it is now, you're guessing.
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Okim
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RE: Master Wishlist Thread

Post by Okim »

Add an ability to see what enemy ships are carrying. This will be extremely helpful when dealing with enemy supply lines.

The other wish is to have a adjustable size of the galaxy, not just 10X10 sectors (or how much is it now). There could be a bar of some sort in new game options that would allow player to manually configure this size or this could be strictly connected to the number of stars. The more stars - the more sectors your galaxy will have. Currently it is not interesting and some times even problematic to play 1400 galaxies due to extremely packed star clusters.
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Okim
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RE: Master Wishlist Thread

Post by Okim »

Going into the diplomacy screen will not help, the race offering the trade will not accept exactly the same exchange anymore.

There is a 'question' marker in diplomacy screen near the race that has something to offer you. Not sure if this also works with diplomatic trade - i`ve seen only requests of peace so far :)
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Okim
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RE: Master Wishlist Thread

Post by Okim »

Someone suggested that bases should be built slightly off to the side, this would easily solve this.

You can build a starbase even beyond the borders of a planet by selecting your colony and right-clicking on any spot you wish the base to be built. It works great for setting a defence perimeter around the planet and allows colonies to be selected even if you have 1000+ starbase there. For some reason there is one spot (left-top) that will always reset the construction site of the starbase you were trying to set there to the center of the colony.
SiempreCiego
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RE: Master Wishlist Thread

Post by SiempreCiego »

2 more ideas.

Area of influence. I know with the latest patch, AI empires should be less likely to colonise you systems. But what is to stop them colonising hte system right next door. Or you build a staging post right outside the boudary of their system. There should be an area of influence exteding out from your controlled systems/starbases.
And if 2 areas of influence meet, it should become a 'neutral zone' similar to Birth of the Federation.

Second idea, why not make all the planets/gas giants larger? No saying it should all be to scale, but at least if i build a large space port, resort base and something else it does totally hide the planet. Imaging if a normal planet was the current size of a gas giant with mutliple starbases and ships coming and going.!
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Gerth
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RE: Master Wishlist Thread

Post by Gerth »

If pirates are going to autospawn our latest ship designs, let's at least make it interesting. Maybe they only grab the design after

1) capturing a vessel in battle

2) capturing a scientist/engineer (pirates should be able to spy just as other empires do)

3) the black market (dunno what the mechanic would be)

Then there would be a certain roll-out period as the new ships come on line. This would be less annoying and immersion bursting than the current Oblivion equivalent of bandits popping up with daedric armor and shivs.

Addendum: I concur with the area of influence mechanic idea. Also, a mechanic/need for establishing outposts would be interesting.
SiempreCiego
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RE: Master Wishlist Thread

Post by SiempreCiego »

If there are any large scale changes to be made I would love to see a re-working of the whole colonisable planet bit. You can start a game as the humans who have managed to build a large free-floating space station and built ships that can span lightyears. Yet desert or marshy planets cause humans difficulty! Huamns currently live in deserts and swamps!   May instead these worlds should be colonisable from the start, but require specific resources (desert need water imported for example). Same applies for volcanic, barren, etc…
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Gerth
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RE: Master Wishlist Thread

Post by Gerth »

Someone upstream mentioned a desire to rescale the ships v planets. That would be a nice -- either manually or just a hardcoded shrinking. Right now, they are a pretty obnoxious cluster around planets and in battles.
SiempreCiego
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RE: Master Wishlist Thread

Post by SiempreCiego »

More orbital related tech. Orbital factories to increase productivity Large space mirror to cool/warm planets making them more habitable Civilian space station to increase population sizes around those worlds.   These sort of things would make planets more usable, but also create targets during attacks. So for example, maybe you have colonised a volcanic worlds, and over the years with your space mirrors have made the planet ‘continental’ with 5 billion pop. Suddenly your attacked, beat off the enemy but they destroyed your space infrastructure. With the space mirrors the planet slowly (or quickly) starts to revert to its original state. Causing a huge exodus of people, death toll, etc…
SiempreCiego
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RE: Master Wishlist Thread

Post by SiempreCiego »

Hi Gerth,

sorry for any duplication.
Its hard to keep track of what everyone has posted.
Matman
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RE: Master Wishlist Thread

Post by Matman »

[req]Save filtering options so that when you go back to any list screen (ships, colonies etc..) will re-read itself from last selected filter and not have to reread the full list (which becomes slow on bigger galaxies).
SiempreCiego
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RE: Master Wishlist Thread

Post by SiempreCiego »

default naming list.
I know everyone has complained about moons being names EG5678 or what have you.
But that does not seem natural to me if a worlds/planet is refered to as 3a

Astronamers name everything they can see in real life, whether moon/planet/gas giant so why not have a list of X amount of names?

I'm sure you have enough supporters on here to easily compile several thousand names.
SiempreCiego
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RE: Master Wishlist Thread

Post by SiempreCiego »

ohhh.
how about instead of build defence bases around a world have the option of converting one of hte moons (if it has any) into fortresses for defence!
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Okim
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RE: Master Wishlist Thread

Post by Okim »

Name moons like 'SYSTEM_NAME PLANET_NUMBER LETTER (in alphabetical order)'. Much like in SE series.

For example: Sol 3 A or Sol 5 C etc. In this way everybody will clearly understand what system a moon belongs to.
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Shark7
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RE: Master Wishlist Thread

Post by Shark7 »

A branch of research for the chassis that gives you say a Corvette, PG, Escort to start with and goes up from there, in the following order. This would also be highly beneficial to differentiate the various chasses as each chasses type could have a componant cap based on space available:

PG - Patrol Gunboat. Smallest ship capable of performing the system patrol mission. 100 Componant Space -20% cost
FFL- Corvette. Slightly larger than the PG, Able to perform a similar mission for a higher cost. 150 Componant Space. -10% cost
FF - Frigate. Standard Frigate, 200 Componant Space. Base Cost
DE - Destroyer Escort. Fills the escort roles of the fleet. 250 Component Space. +10% Cost
DD - Destroyer. 300 Component space. +20% cost
CL - Light Cruiser. 350 Component space. +30% Cost
CA - Heavy Cruiser. 400 Component space. + 40% cost
CB - Large Cruiser. 450 Component Space. + 50% cost
BC - Battle Cruiser. 500 Component Space. + 60 % cost
BB - Battleship. 550 Component Space. + 70% cost
BBB- Super Battleship. 600+ Component Space. +80% cost

Obviously, the larger it is, the more expensive it is. And not just from components added...there should be a modifier for price on each chasses type that makes building all Super Battleships next to impossiblt. I'd say make the frigate the base at 0% modifier with the FFL being a -10% and PG being -20%, and starting at DE up, 10% incrase each level. This cost modifier applies ot the base costs and component costs, reducing or increasing the overall cost...Basically, a BBB with the exact same components as a FF will cost 80% more.

You could also introduce a fighter class with a series of Carrier Classes. this would probably require some new components as well.

Carrier types:

CVE - Escort Carrier. Light Carrier, small number of fighters.
CVL - Light Carrier. ~33% larger than CVE.
CVA - Attack Carrier. ~66% larger than CVE.
CV - Fleet Carrier. ~99% larger than CVE.
CVB - Large Fleet Carrier ~133% larger than CVE.
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Fishman
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RE: Master Wishlist Thread

Post by Fishman »

There's no such thing as a "chassis" in DW. Ships are all built free-form, and the only thing that differentiates ships from each other is defined roles which carry mandatory equipment requirements needed to fulfill that role, and whatever else you care to staple onto it. Of course, allowing a player to define his own "free-form" roles by typing a new role name into a box would be nice. But all that other stuff is too SE-like and not really DW's style. A ship is defined by its parts and its role, not by some arbitrary chassis rules.
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