Master Wishlist Thread
RE: Master Wishlist Thread
I would like to see Machine/Synthetic races added to the game like the Mekklar or Cynoids from MoO. I want to be the horde threatening the galaxy, and giant bugs aren't that scary. Your race can just invent some kind of super insecticide or something and eradicate them. Synthetics are usually tough to kill and can survive things that would kill anything organic. That's galactic threat material.
Other requests:
Please expand Pirates. Both their behavior and how you can interact with them.
Improved Mod support. In game like this, mod support makes a 10x better.
Other requests:
Please expand Pirates. Both their behavior and how you can interact with them.
Improved Mod support. In game like this, mod support makes a 10x better.
Expanding the civilian Logistics
I've posted this in the general discussion forum to discussion as well: tm.asp?m=2476899&mpage=1&key=�
Tired of the Colony Spamming Race? Want a more realistic growth and expansion Model? Just want the game to be a bit more in depth and go at a more realistic pace?
I have a propsition for you!
Civilian Logistic System:
Key Points:
-Colony Development should be dependant on availability of supplies.
-New colonies are not able to supply the needs of the colonists.
-The industrial base of established colonies would need to make the supplies and ship them to new colonies.
-The civilian shipping and logistics component is already in game, this would just expand upon it.
Basics:
-Each colony can take raw resources and produce supplies in different categories.
-A certain level of development is required to produce each type. The is the abstract 'industrial base'.
-Any product that can not be supplies by the colony must be shipped by one that can.
-Availability of supplies will directly affect colony development.
The Supply Types:
-Basic Needs: This is the food stuffs and very basic constuction Materials (think 2x4's) needed to supply a colony. This is broken into the two mentioned...Foodstuffs and Building Materials.
-Enhanced Needs: Medical Supplies and water production. The growing colony can now produce its own 'synthetic' water from hydrogen and oxygen gas. it can also provide its own medical supplies.
-Advanced: Heavy contstruction Materials. This allows for the building of skyscrapers and large industrial type buildings.
-Luxury Materials: Simple, at this level a colony can provide everything it needs as well as the 'fun' stuff. Luxury Supplies is the category.
Development Levels:
-Level 1-20: The colony is unable to produce even basic needs for its own citizens. The colony is dependant upon the merchant fleet and other more developed colonies to provide these goods. Colony deliveries will be heavily weighted to Foodstuffs, Building Materials, Water, and Medical Supplies. At this level, Heavy Construction Materials and Luxury Supplies will not be delivered.
-Level 2 21-50: At this level, the colony is able to provide its own basic needs. It will still not be able to provide enough medical supplies or fresh water (if the planet is arid) for its citizens. This planet will start to receive Heavy Constuction Materials and Luxury supplies, but deliveries will still be heavily weighted to Medical Supplies and Water.
-Level 3 51-75: This is a developing colony that is able to supply all of its citizens living needs, and can now start concentrating on constuction. Heavy Constuction Materials will be in high demand. Luxury goods will also be in high demand.
-Level 4 75-99: At this level the colony is fully industrialized and is able to supply its citizens with all their basic needs. Luxury goods will be in extremely high demand and require inbound shipments.
-Level 5 100+: The colony is fully developed and can supply all goods. This colony will also prodcue excess of ALL supplies that can be sent to other developing colonies.
Also, planets that are not condusive to the species colonizing it (example: Volcanic, Ice or Desert for Humans) will take longer to develop and require higher levels of supply deliveries.
To Summarize: At level 1, the colony is completely dependant on supply deliveries, at level 2 it provides food and basic building materials, at level 3 it can provide for the basic and medical needs of all colonists and start producing excess, at level 4 the colony is now providing all the constuction materials needed, and at level 5 the colony produces everything you need.
New Resource Categories:
-Grains
-Meats
-Water
-Vegetables
-Flora
-Iron
-Timber
-Jewels
-Rubber
-Rare Edibles
-Titanium
These are converted to the various supply categories at colonies with the proper development level.
-Foodstuffs: Grains, Meats, Vegatables, and Flora convert into foodstuffs at a rate of 2:1 (that is 2 raw resource becomes 1 foodstuff)
-Basic Construction Materials: Timber, Rubber, Iron, Steel, Copper, Aluminum, Carbon, and silicates convert to basic building materials at a rate of 2:1.
-Water: Continental, Marshy Swamp and Ocean planets have this in abundance. Additionally, Hydrogen and Oxygen can be combined to produce water at a 1:1 ratio (1 each of Oxygen and hydrogen = 1 water)
-Medical Supplies: Flora and rare edibles convert to medical supplies at a rate of 3:1.
-Heavy Constuction Materials: Rubber, Iron, Steel, Copper, Aluminum, Carbon, Iridium, Titanium and silicates convert to Heavy Constuction Materials at a rate of 4:1.
-Luxury Goods: Rare edibles, Jewels, Gold, Silver, Timber, and Flora convert to luxury goods at a rate of 5:1.
All of this would be in addition to the existing Logistics model in the game.
The idea behind this is to slow colony spamming. You could still spam out the the ships, but the colonies would revolt if you could not provide adequate supplies to them, effectively spinning off and forming their own little factions or joining empires that could provide the supplies. With a system such as this in place, it would add more depth to the civilian logistics side, force actual thought into colonial expansion, and generally slow the pace of the game. This could also be made optional in the game setup process. (slidebar with Logistics to either Basic or Advanced) for those that prefer a faster paced game.
Tired of the Colony Spamming Race? Want a more realistic growth and expansion Model? Just want the game to be a bit more in depth and go at a more realistic pace?
I have a propsition for you!
Civilian Logistic System:
Key Points:
-Colony Development should be dependant on availability of supplies.
-New colonies are not able to supply the needs of the colonists.
-The industrial base of established colonies would need to make the supplies and ship them to new colonies.
-The civilian shipping and logistics component is already in game, this would just expand upon it.
Basics:
-Each colony can take raw resources and produce supplies in different categories.
-A certain level of development is required to produce each type. The is the abstract 'industrial base'.
-Any product that can not be supplies by the colony must be shipped by one that can.
-Availability of supplies will directly affect colony development.
The Supply Types:
-Basic Needs: This is the food stuffs and very basic constuction Materials (think 2x4's) needed to supply a colony. This is broken into the two mentioned...Foodstuffs and Building Materials.
-Enhanced Needs: Medical Supplies and water production. The growing colony can now produce its own 'synthetic' water from hydrogen and oxygen gas. it can also provide its own medical supplies.
-Advanced: Heavy contstruction Materials. This allows for the building of skyscrapers and large industrial type buildings.
-Luxury Materials: Simple, at this level a colony can provide everything it needs as well as the 'fun' stuff. Luxury Supplies is the category.
Development Levels:
-Level 1-20: The colony is unable to produce even basic needs for its own citizens. The colony is dependant upon the merchant fleet and other more developed colonies to provide these goods. Colony deliveries will be heavily weighted to Foodstuffs, Building Materials, Water, and Medical Supplies. At this level, Heavy Construction Materials and Luxury Supplies will not be delivered.
-Level 2 21-50: At this level, the colony is able to provide its own basic needs. It will still not be able to provide enough medical supplies or fresh water (if the planet is arid) for its citizens. This planet will start to receive Heavy Constuction Materials and Luxury supplies, but deliveries will still be heavily weighted to Medical Supplies and Water.
-Level 3 51-75: This is a developing colony that is able to supply all of its citizens living needs, and can now start concentrating on constuction. Heavy Constuction Materials will be in high demand. Luxury goods will also be in high demand.
-Level 4 75-99: At this level the colony is fully industrialized and is able to supply its citizens with all their basic needs. Luxury goods will be in extremely high demand and require inbound shipments.
-Level 5 100+: The colony is fully developed and can supply all goods. This colony will also prodcue excess of ALL supplies that can be sent to other developing colonies.
Also, planets that are not condusive to the species colonizing it (example: Volcanic, Ice or Desert for Humans) will take longer to develop and require higher levels of supply deliveries.
To Summarize: At level 1, the colony is completely dependant on supply deliveries, at level 2 it provides food and basic building materials, at level 3 it can provide for the basic and medical needs of all colonists and start producing excess, at level 4 the colony is now providing all the constuction materials needed, and at level 5 the colony produces everything you need.
New Resource Categories:
-Grains
-Meats
-Water
-Vegetables
-Flora
-Iron
-Timber
-Jewels
-Rubber
-Rare Edibles
-Titanium
These are converted to the various supply categories at colonies with the proper development level.
-Foodstuffs: Grains, Meats, Vegatables, and Flora convert into foodstuffs at a rate of 2:1 (that is 2 raw resource becomes 1 foodstuff)
-Basic Construction Materials: Timber, Rubber, Iron, Steel, Copper, Aluminum, Carbon, and silicates convert to basic building materials at a rate of 2:1.
-Water: Continental, Marshy Swamp and Ocean planets have this in abundance. Additionally, Hydrogen and Oxygen can be combined to produce water at a 1:1 ratio (1 each of Oxygen and hydrogen = 1 water)
-Medical Supplies: Flora and rare edibles convert to medical supplies at a rate of 3:1.
-Heavy Constuction Materials: Rubber, Iron, Steel, Copper, Aluminum, Carbon, Iridium, Titanium and silicates convert to Heavy Constuction Materials at a rate of 4:1.
-Luxury Goods: Rare edibles, Jewels, Gold, Silver, Timber, and Flora convert to luxury goods at a rate of 5:1.
All of this would be in addition to the existing Logistics model in the game.
The idea behind this is to slow colony spamming. You could still spam out the the ships, but the colonies would revolt if you could not provide adequate supplies to them, effectively spinning off and forming their own little factions or joining empires that could provide the supplies. With a system such as this in place, it would add more depth to the civilian logistics side, force actual thought into colonial expansion, and generally slow the pace of the game. This could also be made optional in the game setup process. (slidebar with Logistics to either Basic or Advanced) for those that prefer a faster paced game.
Distant Worlds Fan
'When in doubt...attack!'
'When in doubt...attack!'
RE: Expanding the civilian Logistics
+1! that sounds awsome! 
Also, would be nice if tourists actually leave resorts every now and then :=)
Though i think that there should be something like hive worlds in w40k, a whole world dedicated to industry and production and totally reliant on other worlds to supply food and what not. Several worlds would be needed to supply one industry world...
Also, would be nice if tourists actually leave resorts every now and then :=)
Though i think that there should be something like hive worlds in w40k, a whole world dedicated to industry and production and totally reliant on other worlds to supply food and what not. Several worlds would be needed to supply one industry world...
RE: Expanding the civilian Logistics
While I find Shark7's suggestions quite good, I fear it might be too complicatied to implement them.
So I stand by my simple suggestion made in another thread to make it possible to drastically increase fuel consumption for travelling, best by a slider in the options screen where one can then adjust the fuel consumption between 1 (the current consumption) and, say, 20 (20 times the current consumption). If that is not at once possible, make it a moddable variable.
This change would be very easy to implement (I think [;)]), and would make possible a completely different game with slow expansion that would give a large galaxy a much more epic feeling.
So I stand by my simple suggestion made in another thread to make it possible to drastically increase fuel consumption for travelling, best by a slider in the options screen where one can then adjust the fuel consumption between 1 (the current consumption) and, say, 20 (20 times the current consumption). If that is not at once possible, make it a moddable variable.
This change would be very easy to implement (I think [;)]), and would make possible a completely different game with slow expansion that would give a large galaxy a much more epic feeling.
RE: Expanding the civilian Logistics
Yarasala, it would certainly be a more expensive expansion, not necessarily a slower one if you wanted to eat the gas bill so YOUR empire got that juicy world with X resource first. I would like to play that (mod) though, heh. Also, along with that, an expanded tech section with more techs.
RE: Expanding the civilian Logistics
It will definitely be a slower expansion if your current fuel supply per fuel cell only brings you to the next system or so ... [;)]ORIGINAL: Astorax
Yarasala, it would certainly be a more expensive expansion, not necessarily a slower one if you wanted to eat the gas bill so YOUR empire got that juicy world with X resource first. I would like to play that (mod) though, heh. Also, along with that, an expanded tech section with more techs.
But I admit that because of the economic system there would be a higher chance to start out with a lack of certain resources. That may be a game stopper for some and a challenge for others [:D]
About the tech tree: I'm definitely for expanding it a lot!
RE: Expanding the civilian Logistics
ORIGINAL: Yarasala
It will definitely be a slower expansion if your current fuel supply per fuel cell only brings you to the next system or so ... [;)]ORIGINAL: Astorax
Yarasala, it would certainly be a more expensive expansion, not necessarily a slower one if you wanted to eat the gas bill so YOUR empire got that juicy world with X resource first. I would like to play that (mod) though, heh. Also, along with that, an expanded tech section with more techs.
But I admit that because of the economic system there would be a higher chance to start out with a lack of certain resources. That may be a game stopper for some and a challenge for others [:D]
About the tech tree: I'm definitely for expanding it a lot!
Just make sure that the home planet is suitable for the species that is on it. Empire hubs would also need a high level of starting development.
Its certainly doable, though it will take a bit of coding which we leave to Elliotg for the final say. I'm the idea guy...the one that coders love to hate. [:D]
Distant Worlds Fan
'When in doubt...attack!'
'When in doubt...attack!'
RE: Master Wishlist Thread
- If the diplomatic advisors suggest going to war or imposing trade sanctions then let them give a reason for doing so.
- I want to see "the Horde", a large fleet of alien nomads coming from another galaxy and attacking a random part of the galaxy to take as much planets as they can (wasn't it one of the Civ games where such a concept was implemented? I cannot remember, but must be a long time since I saw that). While that alone may be quite simple to implement, it would be even more fun if that Horde brings with them a bunch of alien technology which is not otherwise attainable. But apart from trade (which they will not do until established in our galaxy) there must then the possiblilty to gain such techs by disassembling their equipment (so the game must be changed to not only give bonuses to existing techs but to open up entirely new branches of the tech tree when examining equipment).
- I want to see "the Horde", a large fleet of alien nomads coming from another galaxy and attacking a random part of the galaxy to take as much planets as they can (wasn't it one of the Civ games where such a concept was implemented? I cannot remember, but must be a long time since I saw that). While that alone may be quite simple to implement, it would be even more fun if that Horde brings with them a bunch of alien technology which is not otherwise attainable. But apart from trade (which they will not do until established in our galaxy) there must then the possiblilty to gain such techs by disassembling their equipment (so the game must be changed to not only give bonuses to existing techs but to open up entirely new branches of the tech tree when examining equipment).
RE: Master Wishlist Thread
I just found out a problem with ship design: I'm playing the Boskara who have the Shaktur Fire Storm torpedo from the start. While having a lot of fire power, this torpedo has a slow speed and short range, so I designed my ships and bases to have not only those, but also some conventional torpedos.
But whenever I research a new component (or get one by espionge or trade), I auto-upgrade my designs by selecting all of them and pressing the "Upgrade Selected Designs" button. Now all conventional torpedos in my designs are upgraded to Shaktur Fire Storm and I have to replace them manually once again ...
So my wish is: give every component in the design screen a "Fix component" checkbox so if you check it this components are excluded from the auto upgrade process (and also prevents the AI to upgrade it if the auto design AI is active).
Edit: since I now must be very careful with that "Upgrade Selected Designs" button I have to check every time I steal research or scrap a ship whether I completed a new component or not. So it would be fine when you would get the same message in such cases as when you get a new component by research.
But whenever I research a new component (or get one by espionge or trade), I auto-upgrade my designs by selecting all of them and pressing the "Upgrade Selected Designs" button. Now all conventional torpedos in my designs are upgraded to Shaktur Fire Storm and I have to replace them manually once again ...
So my wish is: give every component in the design screen a "Fix component" checkbox so if you check it this components are excluded from the auto upgrade process (and also prevents the AI to upgrade it if the auto design AI is active).
Edit: since I now must be very careful with that "Upgrade Selected Designs" button I have to check every time I steal research or scrap a ship whether I completed a new component or not. So it would be fine when you would get the same message in such cases as when you get a new component by research.
RE: Master Wishlist Thread
ORIGINAL: Yarasala
I just found out a problem with ship design: I'm playing the Boskara who have the Shaktur Fire Storm torpedo from the start. While having a lot of fire power, this torpedo has a slow speed and short range, so I designed my ships and bases to have not only those, but also some conventional torpedos.
But whenever I research a new component (or get one by espionge or trade), I auto-upgrade my designs by selecting all of them and pressing the "Upgrade Selected Designs" button. Now all conventional torpedos in my designs are upgraded to Shaktur Fire Storm and I have to replace them manually once again ...
interesting, what version are you using? 1.05 will completely rebalance weapons since right now shaktur firestorm, megatron Z4, the two superweapons you can build, and all the lasers are worthless...
But some time ago already shaktur was seperated from other torpedoes into its own category so that regular torpedoes will NOT auto upgrade to it. If they do it is a bug (might be because you are playing boskara)...
If you could, you should save a game with a ship design with another torpedo, then upgrade it and if it switches to shaktur then upload the save (the save from before you hit upgrade). Since the behaviour you describe was intentionally altered...
you are using v1.0.4.9 right?
what version was the game when you STARTED that one (even minor changes require a new game to take effect)?
I do not have a superman complex; for I am God, not Superman.
RE: Master Wishlist Thread
I use 1.0.4.9 and started the game with this same version ...ORIGINAL: taltamir
ORIGINAL: Yarasala
I just found out a problem with ship design: I'm playing the Boskara who have the Shaktur Fire Storm torpedo from the start. While having a lot of fire power, this torpedo has a slow speed and short range, so I designed my ships and bases to have not only those, but also some conventional torpedos.
But whenever I research a new component (or get one by espionge or trade), I auto-upgrade my designs by selecting all of them and pressing the "Upgrade Selected Designs" button. Now all conventional torpedos in my designs are upgraded to Shaktur Fire Storm and I have to replace them manually once again ...
interesting, what version are you using? 1.05 will completely rebalance weapons since right now shaktur firestorm, megatron Z4, the two superweapons you can build, and all the lasers are worthless...
But some time ago already shaktur was seperated from other torpedoes into its own category so that regular torpedoes will NOT auto upgrade to it. If they do it is a bug (might be because you are playing boskara)...
If you could, you should save a game with a ship design with another torpedo, then upgrade it and if it switches to shaktur then upload the save (the save from before you hit upgrade). Since the behaviour you describe was intentionally altered...
you are using v1.0.4.9 right?
what version was the game when you STARTED that one (even minor changes require a new game to take effect)?
But even if that special case may be a bug I would still like to be able to exclude certain components from auto upgrading.
RE: Master Wishlist Thread
ORIGINAL: Yarasala
I use 1.0.4.9 and started the game with this same version ...ORIGINAL: taltamir
ORIGINAL: Yarasala
I just found out a problem with ship design: I'm playing the Boskara who have the Shaktur Fire Storm torpedo from the start. While having a lot of fire power, this torpedo has a slow speed and short range, so I designed my ships and bases to have not only those, but also some conventional torpedos.
But whenever I research a new component (or get one by espionge or trade), I auto-upgrade my designs by selecting all of them and pressing the "Upgrade Selected Designs" button. Now all conventional torpedos in my designs are upgraded to Shaktur Fire Storm and I have to replace them manually once again ...
interesting, what version are you using? 1.05 will completely rebalance weapons since right now shaktur firestorm, megatron Z4, the two superweapons you can build, and all the lasers are worthless...
But some time ago already shaktur was seperated from other torpedoes into its own category so that regular torpedoes will NOT auto upgrade to it. If they do it is a bug (might be because you are playing boskara)...
If you could, you should save a game with a ship design with another torpedo, then upgrade it and if it switches to shaktur then upload the save (the save from before you hit upgrade). Since the behaviour you describe was intentionally altered...
you are using v1.0.4.9 right?
what version was the game when you STARTED that one (even minor changes require a new game to take effect)?
But even if that special case may be a bug I would still like to be able to exclude certain components from auto upgrading.
Well, so would I... although, if shaktur firestorm, megatron Z4, and novacore NX200 were finally fixed not to suck then there would be no NEED to exclude components from auto upgrading...
also, its totally impractical and wrist breaking to do that before implementing component stacks (that is, instead of 40 separate lines each saying "Thunderbolt MX torpedo" have 1 line saying "50x Thunderbolt MX torpedo")
I do not have a superman complex; for I am God, not Superman.
RE: Master Wishlist Thread
Not true. I like to mix weapons because of their different properties, e. g. weapon range. So Maxos Blaster SL is in every aspect better than Concussion Beam except range where the latter is far superior. So I like to have ships with both weapons on them.ORIGINAL: taltamir
ORIGINAL: Yarasala
I use 1.0.4.9 and started the game with this same version ...ORIGINAL: taltamir
interesting, what version are you using? 1.05 will completely rebalance weapons since right now shaktur firestorm, megatron Z4, the two superweapons you can build, and all the lasers are worthless...
But some time ago already shaktur was seperated from other torpedoes into its own category so that regular torpedoes will NOT auto upgrade to it. If they do it is a bug (might be because you are playing boskara)...
If you could, you should save a game with a ship design with another torpedo, then upgrade it and if it switches to shaktur then upload the save (the save from before you hit upgrade). Since the behaviour you describe was intentionally altered...
you are using v1.0.4.9 right?
what version was the game when you STARTED that one (even minor changes require a new game to take effect)?
But even if that special case may be a bug I would still like to be able to exclude certain components from auto upgrading.
Well, so would I... although, if shaktur firestorm, megatron Z4, and novacore NX200 were finally fixed not to suck then there would be no NEED to exclude components from auto upgrading...
also, its totally impractical and wrist breaking to do that before implementing component stacks (that is, instead of 40 separate lines each saying "Thunderbolt MX torpedo" have 1 line saying "50x Thunderbolt MX torpedo")
Actually my suggestion with the "fix component" checkbox would be easier to implement without component stacking ... [;)]
RE: Master Wishlist Thread
ORIGINAL: Yarasala
Not true. I like to mix weapons because of their different properties, e. g. weapon range. So Maxos Blaster SL is in every aspect better than Concussion Beam except range where the latter is far superior. So I like to have ships with both weapons on them.ORIGINAL: taltamir
ORIGINAL: Yarasala
I use 1.0.4.9 and started the game with this same version ...
But even if that special case may be a bug I would still like to be able to exclude certain components from auto upgrading.
Well, so would I... although, if shaktur firestorm, megatron Z4, and novacore NX200 were finally fixed not to suck then there would be no NEED to exclude components from auto upgrading...
also, its totally impractical and wrist breaking to do that before implementing component stacks (that is, instead of 40 separate lines each saying "Thunderbolt MX torpedo" have 1 line saying "50x Thunderbolt MX torpedo")
Actually my suggestion with the "fix component" checkbox would be easier to implement without component stacking ... [;)]
Only if you have a ship with 20 maxos XL which you want to change to 10 maxos XL and 10 concussion beam.
But in which case it would still be less clicks with component stacking if it gives you the ability to type a number of components... And if not, the greater ease on anything else would be nice.
With component stacking you wouldn't use upgrade, but copy as, then change the amount of maxos XL from 20 to 10, add a single concussion beam, and then change it to 10 as well (via typing the number in a the box).
Anyways, range is a huge factor.
I do not have a superman complex; for I am God, not Superman.
- Simulation01
- Posts: 540
- Joined: Wed May 12, 2010 8:10 pm
RE: Master Wishlist Thread
My Wishes:
1. Empire Territory - I would like for each empire to have territory that would extend out from each solar system they control. It would be kind of like Civilization IV. Other empires would not be able to send warships in your territory without a right of passage agreement. Trade ships would not be affected by this. Also, Where each Empires territory rubbed up against another there would then exist an area between them that would be considered a "Neutral Zone" Either side could send whatever ships they wanted to in their but, would incur a diplomatic penalty and raise tensions between the empires. Another empire might respond by sending their own warships into the Neutral Zone to confront yours.
2. Ship class tonnage. That is that an escort class ship would only be able to be built at a certain tonnage... This would make ship classes and designs actually mean something. I would also like it so that you could not create designs out of the other empires ship style. That is just crazy that you can do that. I would also like to have more ship classes ( corvettes, light-cruiser, battle-cruiser, battle ship, Dread-naught, world ship, fighters, carriers )
3. I want the ability to control exactly where my research points go.
4. I want the ability to create multilateral alliances similar to NATO. I also want to be able to carry on multilateral negotiations. That is to say that I would like to be able to try and broker cease fire deals between two or more empires by making proposals at a table that would have representatives of each empire there that would respond whenever I made a suggestion. I would also like to be able to have planning sessions with an ally. that is to say that I would like to be able to coordinate an offensive with an ally by proposing targets and/or combined assaults on a target system or empire.
5. I think it has been mentioned before but, I too would like to see the ability to create artificial worlds ( Dyson Spheres, Ring Worlds ).
6. I would like to be able to create jump-gates, star-gates or artificial wormholes ( randomly placed natural wormholes would be cool as well...they would act as strategic must haves in the game like the wormhole in Deep Space Nine).
7. I would like some planet based weapons.
8. I would really love to see actual beam weapons....continuous beam weapons.
9. Colonize-able asteroids(fields).
10. Empires that don't found colony's across the galaxy.
11. I would like ground combat included in the game. Whenever you invade a colony it would switch to some sort of ground combat simulation. Also, I would like more options for ground forces for example...you could have fighters, infantry, armor, apc's, artillery...you know ground combat stuff.
This is it for now...I reserve the right to edit with more later [:D]
Some of this has been mentioned by others, however I thought it best to say it as well in order to demonstrate that there are people out here that agree with them.
1. Empire Territory - I would like for each empire to have territory that would extend out from each solar system they control. It would be kind of like Civilization IV. Other empires would not be able to send warships in your territory without a right of passage agreement. Trade ships would not be affected by this. Also, Where each Empires territory rubbed up against another there would then exist an area between them that would be considered a "Neutral Zone" Either side could send whatever ships they wanted to in their but, would incur a diplomatic penalty and raise tensions between the empires. Another empire might respond by sending their own warships into the Neutral Zone to confront yours.
2. Ship class tonnage. That is that an escort class ship would only be able to be built at a certain tonnage... This would make ship classes and designs actually mean something. I would also like it so that you could not create designs out of the other empires ship style. That is just crazy that you can do that. I would also like to have more ship classes ( corvettes, light-cruiser, battle-cruiser, battle ship, Dread-naught, world ship, fighters, carriers )
3. I want the ability to control exactly where my research points go.
4. I want the ability to create multilateral alliances similar to NATO. I also want to be able to carry on multilateral negotiations. That is to say that I would like to be able to try and broker cease fire deals between two or more empires by making proposals at a table that would have representatives of each empire there that would respond whenever I made a suggestion. I would also like to be able to have planning sessions with an ally. that is to say that I would like to be able to coordinate an offensive with an ally by proposing targets and/or combined assaults on a target system or empire.
5. I think it has been mentioned before but, I too would like to see the ability to create artificial worlds ( Dyson Spheres, Ring Worlds ).
6. I would like to be able to create jump-gates, star-gates or artificial wormholes ( randomly placed natural wormholes would be cool as well...they would act as strategic must haves in the game like the wormhole in Deep Space Nine).
7. I would like some planet based weapons.
8. I would really love to see actual beam weapons....continuous beam weapons.
9. Colonize-able asteroids(fields).
10. Empires that don't found colony's across the galaxy.
11. I would like ground combat included in the game. Whenever you invade a colony it would switch to some sort of ground combat simulation. Also, I would like more options for ground forces for example...you could have fighters, infantry, armor, apc's, artillery...you know ground combat stuff.
This is it for now...I reserve the right to edit with more later [:D]
Some of this has been mentioned by others, however I thought it best to say it as well in order to demonstrate that there are people out here that agree with them.
"Tho' much is taken, much abides; and though we are not now that strength which in old days moved Earth and Heaven; that which we are, we are; One equal temper of heroic hearts, made weak by time and fate, but strong in will." -Tennyson
RE: Master Wishlist Thread
+1 to that.2. Ship class tonnage. That is that an escort class ship would only be able to be built at a certain tonnage... This would make ship classes and designs actually mean something. I would also like it so that you could not create designs out of the other empires ship style. That is just crazy that you can do that. I would also like to have more ship classes ( corvettes, light-cruiser, battle-cruiser, battle ship, Dread-naught, world ship, fighters, carriers )
You can, its called crashing a research, you pay money and all research points go towards one field (I think you also get a lot more research points that way). This should not change... the private sector does random sporadic research, the government can fund much more focused, and more expensive, research.3. I want the ability to control exactly where my research points go.
That would be nice.4. I want the ability to create multilateral alliances similar to NATO. I also want to be able to carry on multilateral negotiations. That is to say that I would like to be able to try and broker cease fire deals between two or more empires by making proposals at a table that would have representatives of each empire there that would respond whenever I made a suggestion. I would also like to be able to have planning sessions with an ally. that is to say that I would like to be able to coordinate an offensive with an ally by proposing targets and/or combined assaults on a target system or empire.
I do not have a superman complex; for I am God, not Superman.
- Simulation01
- Posts: 540
- Joined: Wed May 12, 2010 8:10 pm
RE: Master Wishlist Thread
@taltamir...
I respectfully disagree with regards to research. The current "crash research" ability is really no ability at all. I mean sure it works, however near complete random research is really unrealistic. I don't mind having to build research facility's, but relying on the type of facility built to generate research points for a specific field is not very efficient and is too costly.
I respectfully disagree with regards to research. The current "crash research" ability is really no ability at all. I mean sure it works, however near complete random research is really unrealistic. I don't mind having to build research facility's, but relying on the type of facility built to generate research points for a specific field is not very efficient and is too costly.
"Tho' much is taken, much abides; and though we are not now that strength which in old days moved Earth and Heaven; that which we are, we are; One equal temper of heroic hearts, made weak by time and fate, but strong in will." -Tennyson
RE: Master Wishlist Thread
Disagreeing is fine, I also respectfully disagree with you, so lets discuss this a bit.
Name some games where you get free research? I would dare say I can't think of any. The standard in 4X is to pay for research.
the crash research is an excellent ability and works very well. DW is pretty unique in that you actually get FREE research applied to random fields without paying for it. what you are asking for is to expand said free research to be totally directed.
I use crash research exhaustively and it works out very well.
Name some games where you get free research? I would dare say I can't think of any. The standard in 4X is to pay for research.
the crash research is an excellent ability and works very well. DW is pretty unique in that you actually get FREE research applied to random fields without paying for it. what you are asking for is to expand said free research to be totally directed.
I use crash research exhaustively and it works out very well.
I do not have a superman complex; for I am God, not Superman.
- Simulation01
- Posts: 540
- Joined: Wed May 12, 2010 8:10 pm
RE: Master Wishlist Thread
ORIGINAL: taltamir
Disagreeing is fine, I also respectfully disagree with you, so lets discuss this a bit.
Name some games where you get free research? I would dare say I can't think of any. The standard in 4X is to pay for research.
the crash research is an excellent ability and works very well. DW is pretty unique in that you actually get FREE research applied to random fields without paying for it. what you are asking for is to expand said free research to be totally directed.
I use crash research exhaustively and it works out very well.
Have you ever played Space Empires V ? If you have then that is the kind of research system that I would enjoy.
Space Empires V wiki
I would like it if you built research stations or improvements to your planets that generated research points that you could then allocate to different fields depending on your interests or needs. It wouldn't be free since you have to pay for the station in the first place plus pay for it's upkeep.
The situation that we have now for research is kind of like being overly taxed. Like a VAT tax. You are taxed at every level of production and then are also taxed at the consumption level. Too bureaucratic and is penalizing or stifling.
"Tho' much is taken, much abides; and though we are not now that strength which in old days moved Earth and Heaven; that which we are, we are; One equal temper of heroic hearts, made weak by time and fate, but strong in will." -Tennyson
RE: Master Wishlist Thread
I have played space empires V, it is buggy and barely complete... Space Empires IV is better...
Anyways, Space Empires is a very different games, I noticed a lot of your feature requests are basically "make DW into a space empires clone"... they are two different games that play differently.
Anyways, comparing the difference is cost it is effectively free right now. The cost of research stations is insignificant in DW. You just have to keep research stations from being destroyed (or pay slightly more to have them in every spaceport, and thus distributed across your empire).
The difference in cost is tremendous. And typically games that generate RPs do so by having very expensive buildings OR yearly research "budget" (research stations in DW are super cheap; there is NO yearly research expense)
Anyways, Space Empires is a very different games, I noticed a lot of your feature requests are basically "make DW into a space empires clone"... they are two different games that play differently.
Anyways, comparing the difference is cost it is effectively free right now. The cost of research stations is insignificant in DW. You just have to keep research stations from being destroyed (or pay slightly more to have them in every spaceport, and thus distributed across your empire).
The difference in cost is tremendous. And typically games that generate RPs do so by having very expensive buildings OR yearly research "budget" (research stations in DW are super cheap; there is NO yearly research expense)
I do not have a superman complex; for I am God, not Superman.


