Page 23 of 98
RE: Master Wishlist Thread
Posted: Wed Apr 21, 2010 9:21 am
by taltamir
I wish I could select my race's ship look "theme" (for some reason human ships have a very "bug like" look)
I wish all ships had a numerical designation...
right now things like constructors are LSP-## <codename>. This should be the case for ALL ships... so I could look at raven, devastator, and helio and tell that they are all capital ships designs 3, 7, and 11 respectively. (or whatever they are).
RE: Master Wishlist Thread
Posted: Wed Apr 21, 2010 10:02 am
by Drusek
"DELETE all obsolete unused (with 0 build) designs" button
At the end-game there can be hundreds or even thousand obsolete designs that just slow down loading of designs window (yes, w/o showing those designs)
RE: Master Wishlist Thread
Posted: Wed Apr 21, 2010 10:32 am
by Fishman
ORIGINAL: Drusek
Also those racial bonuses are also worthless compared to +600% from black hole...
I believe those stack, so, not worthless if implemented as I suggested, but at the moment, wholly irrelevant with or without the black hole thing. The point is that +100% research should be a MAJOR tech advantage to compensate for the fact that everything else about the Quamenos ranges from lackluster to suck, but instead, it is absolutely worthless.
RE: Master Wishlist Thread
Posted: Wed Apr 21, 2010 4:04 pm
by taltamir
load troops at nearest planet command for fleets.
load troops at nearest planet command should skip planets with no troops (or rather, not enough troops)
Troopships should be more aggressive about loading troops.
newly conquered planets should be more resistant to rebellion, especially due to "we are in awe of other planets in the system.
RE: Master Wishlist Thread
Posted: Wed Apr 21, 2010 4:05 pm
by taltamir
ORIGINAL: Drusek
"DELETE all obsolete unused (with 0 build) designs" button
At the end-game there can be hundreds or even thousand obsolete designs that just slow down loading of designs window (yes, w/o showing those designs)
I have already made a request for there to be a checkbox that does that automatically... whenever an obsolete design hits 0 ships in active duty it should be deleted (if you enable that option, some said they don't like the idea so make it optional).
RE: Master Wishlist Thread
Posted: Wed Apr 21, 2010 4:06 pm
by taltamir
oooh... an opt in "share your options settings with us anonymously so we can better configure the defaults"... if 90% of people switch a certain option from the default state, then maybe the default should be changed.
RE: Master Wishlist Thread
Posted: Wed Apr 21, 2010 4:20 pm
by taltamir
ORIGINAL: 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.
[/code][right][/right]
I completely agree that we should have more defined chassis sizes.
however, that branch of research already EXISTS... its called construction. Bigger construction yards increase the max size you can build.
I do think that designs should conform to the above limits more closely
I am not so sure about the way you increase costs though.
RE: Master Wishlist Thread
Posted: Wed Apr 21, 2010 5:14 pm
by Ranbir
A checkbox in options to turn off intro/logo videos.
Like Spaaaaace Rangers 2.
RE: Master Wishlist Thread
Posted: Wed Apr 21, 2010 6:26 pm
by HsojVvad
Not shure if this was mentioned before. I would like to know why races hate me. By that I mean, I have a bad memory, so if I attacked someone or did something, most likely I forgot why. I like to play with max races, and since there is too many of the same race, say 5 humans, I forget what I did to who. Maybe if we hover over the mouse as to why they like us or not, green or red, then an explanation can be broken down into actually why they don't like us, be it because they caught my spies, or I attacked so and so, or I went to war with them.
RE: Master Wishlist Thread
Posted: Wed Apr 21, 2010 11:49 pm
by taltamir
batch delete of ship deigns.
batch select planet for colonization from empire planner.
setting colonization targets should not queue up extra colonizers at planets. It should go to a "master queue" that will queue it when a suitable planet has a free spot for building one.
cancel colonization command from within expansion planner.
RE: Master Wishlist Thread
Posted: Wed Apr 21, 2010 11:51 pm
by taltamir
rename ship design button that renames an existing design directly from the design screen (not the edit screen) even if there are currently ships of it in circulation (especially if there are currently ships of it in circulation that is).
currently it requires editing a design.
RE: Master Wishlist Thread
Posted: Thu Apr 22, 2010 2:49 am
by Sigh
When filtering by ship type in the ships and bases screen it would be of great help if the last filter position was saved.
Also when selecting to build something you can not reverse it without losing 50% of the cost. It is very easy to mis-click though (or just change ones mind). Maybe allow you to undo the build command before the object actually enters the building docks? Or at least until one leaves the screen
RE: Master Wishlist Thread
Posted: Thu Apr 22, 2010 4:53 am
by Col Zin
not sure if this was posted elsewhere (didn't notice it in the OP), but is it possible to save templates for customized ships and structures before startup?
each new game finds me spending a huge a chunk of time tweaking explorers, mines, star bases, etc. deleting the default designs so the AI doesn't pump them out. So, is it possible (or maybe in the future) to have a "profile" system that we can load for each new game that has all of these custom designs set as default designs as soon as a new game starts?
That would be very useful...and sorry if this is already there somewhere and I'm just too obtuse to figure it out.
RE: Master Wishlist Thread
Posted: Thu Apr 22, 2010 5:54 am
by taltamir
the ability to auto design a specific ship role...
eg, select "new design", select a role (say, constructor), and click autodesign to autodesign this one and only ship...
as it stands your option are either full auto, or manually doing every little thing (and there are so many identical components on bigger designs)...
also, we need to have a numerical display... if my ship has 40 armor it should have ONE line for armor with the number 40 next to it. not display 40 seperate lines for armor. likewise for any other component.
Very very few components you (or the AI) only uses one of.
RE: Master Wishlist Thread
Posted: Thu Apr 22, 2010 9:38 am
by Okim
We need a priority list of objects for automated escort/patrol missions, probably with the maximum/minimum number of assigned ships per object. It seems that currently these ships randomly pick their assignments regardless of importance of objects. For example i sometimes see 2-3 ships patrolling one of the numerous steel mines and no one bothering to patrol a distant and more valuable resort station or research platform.
The highest priority should be escorting colonisers and constructors or even better - waiting at their destinations to ensure that there wont be pirate ambushes or a monsters wont lurk near the site waiting for a juicy unprotected slow-moving breakfast. There is some kind of a 'wait' mission when colonising an indie planet, so this may be already present.
Next in the list should go resort and research stations. Next - gas mines as these are more valuable that ordinary mines.
It would also be great if ships would pick freighters/miners to escort by value of their cargo. Once again i saw multiple times how escorts were following small freighters with some abundant resource that is not even in demand while ignoring other ships with more valuable cargo that is in high demand. Extremely rare luxury resources should be a high priority for escorts because they are rare, they cost much, they are badly-needed and provide a huge bonus for development.
EDITED: it would also be great if we could manually assign patrol priorities for different objects, both when right-clicking on it and in ships/bases screen. Making such thing for ships might be a bit useless as private ships pick their missions by themselves...
RE: Master Wishlist Thread
Posted: Thu Apr 22, 2010 9:52 am
by Joram
ORIGINAL: Okim
...
It would also be great if ships would pick freighters/miners to escort by value of their cargo. Once again i saw multiple times how escorts were following small freighters with some abundant resource that is not even in demand while ignoring other ships with more valuable cargo that is in high demand. Extremely rare luxury resources should be a high priority for escorts because they are rare, they cost much, they are badly-needed and provide a huge bonus for development.
That alone is an excellent idea!
RE: Master Wishlist Thread
Posted: Thu Apr 22, 2010 10:25 am
by deanco2
I thought I had posted this in tech support, but I didn't, so I'm reposting here:
Some users are experiencing usability problems with the interface, saying that the text size is too small. I would agree with this assessment. Since there is no in-game resolution setting, it is very cumbersome to change the default resolution.
There appears to be an antialiasing artifact that makes the 'joins' (like H, there would be 2 joins there) in letters thinner, making the text hard to read.
Suggestions:
Make the text ever so slightly bigger. I would settle for less game screen real estate if I could read the text while sitting back in my chair.
Change the scrolling text color (all text color in the main screen, for that matter) to white, instead of off-white. It goes to white when saving the game so I know it's possible.
Get rid of the picture of the ship behind the text in the lower left hand corner. It adds nothing, and makes the text harder to read because the text background is not a solid color.
RE: Master Wishlist Thread
Posted: Thu Apr 22, 2010 11:07 am
by SiempreCiego
pirates. if i create a game with all empires just starting off, and pirate set to max, then at the beginning of the game there should be no pirates, but from then on they spawn at a higher rate in systems not being policed.
RE: Master Wishlist Thread
Posted: Thu Apr 22, 2010 11:11 am
by SiempreCiego
when a colonisation ship is built, 15m citizens should be removed from the planet population. At the moment if I get a new species in my empire, human for example, the planet might only have a populaiton of 50m, yet i can colonise every continental planet nearby and each start with a pop of 15m.
Makes it too easy to spam colonies.
RE: Master Wishlist Thread
Posted: Thu Apr 22, 2010 1:27 pm
by SiempreCiego
maybe if you invade a large empires capital, and its general empire wide happiness is low enough, large chunks of the empire (outlying colonies, etc...) should become independent.
Preferably this should be determined by the type of gov. you have. Feudalism/monarchy/dictatorship should be the most suseptible to this. Wherears reublic/democracy/hive hsould be the least.
Same if you instill revolutions. outlying colonies go independent.