RE: Master Wishlist Thread
Posted: Sat Jun 12, 2010 6:41 pm
Wishlist: Fighters?
Wishlist: Fighters?ORIGINAL: tjhkkr
Wishlist: Fighters?
ORIGINAL: taltamir
ORIGINAL: tjhkkr
Wishlist: Fighters?
Counterwish: NO fighters please.
ORIGINAL: taltamir
ORIGINAL: tjhkkr
Wishlist: Fighters?
+1
ORIGINAL: 2guncohen
I would love to see wormholes implemented !!!
ORIGINAL: Shark7
ORIGINAL: taltamir
ORIGINAL: tjhkkr
Wishlist: Fighters?
Counterwish: NO fighters please.
If done right they wouldn't be so bad, but they'd need to work like this IMO:
1. A cargo pod that is a fighter bay to help limit the numbers.
2. You get one wave. Once they are destroyed they are consumed and have to be replinished by 'repair and refuel' at a spaceport or planet.
3. They should have a negligible effect on battle, except for a dedicated bomber.
Fighter types:
-Fighter: Basic single pilot vehicle with balanced offense/defense. Unable to engage capital ships.
-Bomber: Heavy fighter with high defense and high offence. Vulnerable to fighters, able to engage capital ships.
-Interceptor: Light fighter with high offense but low defense. Fast, and very effective against fighters and bombers. Unable to engage capital ships.
Usefull, but shouldn't be over-powered.
Dinosaur LIKE in APPEARANCE.1. Naxillian - these should a Yeti, Polar Bear, Penguin, or Seal/Walrus derivative, not a Dinosaur (Cold Blooded).
There are already some races that don't get along with anyone, and the story shows them to have originally been invaders from another galaxy, which shattered the peaceful coalition of all races and drove them to the brink, until they released a bioweapon that went out of control and devastated all but the most remote of outposts.2. We need a Borg like race or something similar. A race no one else likes or gets along with (except maybe themselves).
I do not understand your notation... what are you suggesting here exactly?3. Colonization abilities seem to be a little off to me. This would make more sense:
- Ice -> Marsh - > Continental
- Marsh -> Continental -> Desert (or the following depending on Race)
- Marsh -> Continental -> Ice (or above depending on Race)
- Desert -> Continental -> Volcanic (or the following depending on Race)
- Volcanic -> Desert -> Continental (or above depending on Race)
+1, all are excellent suggestions.Diplomacy:
4. Ability to ask Empire X to end war with Empire Y.
5. Ability to ask Empire X to help Empire Y against Empire Z.
6. Ability to contract Pirates to stop attacking another Empire.
- This should probably cost double what they would charge to stop attacking you since they'd be not attacking two Empires.
How is that different then simply paying the pirates to attack empire Y?7. Ability to contract Pirates to help Empire X against Empire Y.
- This should probably cost triple since they would not be attacking two Empires and then attacking a third Empire.
Good ideas.8. Pirate Spys that you or AI can purchase trivial/minor info from about another Empire.
9. Contract a Pirate Spy to do a task - probably less success, but harder to trace back to originator.
10. Ability to Trade / Sell / Gift ships to another Empire.
- In this case, if ship is retired the possibility of minor Research points if ship Tech is more advanced than what they currently have.
11. Ability to Trade / Sell / Gift a Planet in a System to another Empire that they currently don't have a presence in.
12. Ability to negotiate / join in some kind of joint Research project, where just Research points are generated (no items).
Trade:
13. Detailed Trade Screen listing what Resource and how much of it you are trading with other Empires.
14. Selectable Resource trade via a Checkbox as to whether or not you're willing to trade item - goes for AI too.
15. "Bulk" trade option.
- For example, if you need to stockpile an item you're low on, you can buy X amount and have Freighters go get it or have it delivered (Pirate / other Empire target?).
Those exist, they are just not built automatically by the AI... I add them to my small space port design and it pretty much blankets the galaxy with my sensors.16. Longer range Sensors - by the time you pick something up now, it's pretty much too late.
This is scheduled for patch 1.05 already.17. Tech Research adjustment - my current max top line Torpedos have ~1/3 the range of my previous ones
Yes please, we need this.18. Automated indicator for Fleet - currently there is no indication in the lower left window if the Fleet is Auto or Manual.
We very much need this! Also it should show up in ships screen and let you batch retire them all from there.19. Ship Tech Research indicator - maybe a "T" or something down by the Auto indicator if this is available.
- Here, I'm talking about if you Retire a ship can you get Research points from it. Sometimes you get a bunch of other ships and you don't know if you'll have a chance to gain anything or not by Retiring them.
Just as long as it doesn't get overwhelming.20. Bigger / Deeper Research Tree - we just need some more stuff to Research / Develop / Use
While I am normally a fan of those, it doesn't seem to match the style of DW21. Terraforming options - via Research optimally.
Agreed... basically we should have a slider for how opressive we want our taxes to be (when set by the AI)... maybe give it 5 levels: very low, low, average, high, very high. AFAIK the AI currently already adjusts taxes to account for happiness... it would be nice if we could control the AI at the macro level on this though.22. Ability to set a "Happiness" level in regards to Taxation.
- Sometimes my Colonies get overtaxed out of contentment, or aren't taxed enough. This would set the tax to target a certain level of "Happiness", and in times of war or peace would help reduce some micro management.
ORIGINAL: taltamir
Dinosaur LIKE in APPEARANCE.1. Naxillian - these should a Yeti, Polar Bear, Penguin, or Seal/Walrus derivative, not a Dinosaur (Cold Blooded).
an FYI, avians (birds, penguins) are direct descendants of the dinosaurs (so are modern reptiles btw). They developed warm blood and a 4 chambered heart in parallel and independently of mammals on earth.
And the Yeti, aka Bigfoot, are a mythological creature.
There are already some races that don't get along with anyone, and the story shows them to have originally been invaders from another galaxy, which shattered the peaceful coalition of all races and drove them to the brink, until they released a bioweapon that went out of control and devastated all but the most remote of outposts.2. We need a Borg like race or something similar. A race no one else likes or gets along with (except maybe themselves).
As for assimilation... its a cool but waaaaay overpowered ability. unless it is arbitrarily made to not be nearly as good as it should be, in which case it is just disappointing.
I do not understand your notation... what are you suggesting here exactly?3. Colonization abilities seem to be a little off to me. This would make more sense:
- Ice -> Marsh - > Continental
- Marsh -> Continental -> Desert (or the following depending on Race)
- Marsh -> Continental -> Ice (or above depending on Race)
- Desert -> Continental -> Volcanic (or the following depending on Race)
- Volcanic -> Desert -> Continental (or above depending on Race)
+1, all are excellent suggestions.Diplomacy:
4. Ability to ask Empire X to end war with Empire Y.
5. Ability to ask Empire X to help Empire Y against Empire Z.
6. Ability to contract Pirates to stop attacking another Empire.
- This should probably cost double what they would charge to stop attacking you since they'd be not attacking two Empires.
How is that different then simply paying the pirates to attack empire Y?7. Ability to contract Pirates to help Empire X against Empire Y.
- This should probably cost triple since they would not be attacking two Empires and then attacking a third Empire.
Good ideas.8. Pirate Spys that you or AI can purchase trivial/minor info from about another Empire.
9. Contract a Pirate Spy to do a task - probably less success, but harder to trace back to originator.
10. Ability to Trade / Sell / Gift ships to another Empire.
- In this case, if ship is retired the possibility of minor Research points if ship Tech is more advanced than what they currently have.
11. Ability to Trade / Sell / Gift a Planet in a System to another Empire that they currently don't have a presence in.
12. Ability to negotiate / join in some kind of joint Research project, where just Research points are generated (no items).
Trade:
13. Detailed Trade Screen listing what Resource and how much of it you are trading with other Empires.
14. Selectable Resource trade via a Checkbox as to whether or not you're willing to trade item - goes for AI too.
15. "Bulk" trade option.
- For example, if you need to stockpile an item you're low on, you can buy X amount and have Freighters go get it or have it delivered (Pirate / other Empire target?).
Those exist, they are just not built automatically by the AI... I add them to my small space port design and it pretty much blankets the galaxy with my sensors.16. Longer range Sensors - by the time you pick something up now, it's pretty much too late.
[/quote]This is scheduled for patch 1.05 already.17. Tech Research adjustment - my current max top line Torpedos have ~1/3 the range of my previous ones
Yes please, we need this.18. Automated indicator for Fleet - currently there is no indication in the lower left window if the Fleet is Auto or Manual.
We very much need this! Also it should show up in ships screen and let you batch retire them all from there.19. Ship Tech Research indicator - maybe a "T" or something down by the Auto indicator if this is available.
- Here, I'm talking about if you Retire a ship can you get Research points from it. Sometimes you get a bunch of other ships and you don't know if you'll have a chance to gain anything or not by Retiring them.
Just as long as it doesn't get overwhelming.20. Bigger / Deeper Research Tree - we just need some more stuff to Research / Develop / Use
While I am normally a fan of those, it doesn't seem to match the style of DW21. Terraforming options - via Research optimally.
Agreed... basically we should have a slider for how opressive we want our taxes to be (when set by the AI)... maybe give it 5 levels: very low, low, average, high, very high. AFAIK the AI currently already adjusts taxes to account for happiness... it would be nice if we could control the AI at the macro level on this though.22. Ability to set a "Happiness" level in regards to Taxation.
- Sometimes my Colonies get overtaxed out of contentment, or aren't taxed enough. This would set the tax to target a certain level of "Happiness", and in times of war or peace would help reduce some micro management.
I get it now... I like the idea. Not sure how well it would work in execution or if I would go with the exact suggestions you made, but overall it sounds pretty cool.Here I'm looking at a Race's native habit and then the progression of habitable planets through Tech advances.
Example: Shandar
Start out at Volcanic.
Tech one colonization lets them colonize Desert.
Tech two colonization lets them colonize Continental.
ORIGINAL: Vanguard_DW
Pretty sure I've seen this mentioned but I'd like the ability to choose which race can migrate to a specific world.
For instance as a Human empire I'd be fine with the Ackdarians moving to a newly colonized planet, but I wouldn't want rapidly reproducing giant insects moving there to eventually be the dominant race.
ORIGINAL: Spacecadet
Forgot a couple:
23. Honoring a Mutual Defense pact should not cause a reputation hit.