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RE: Master Wishlist Thread

Posted: Sat Jun 12, 2010 6:41 pm
by tjhkkr
Wishlist:  Fighters?

RE: Master Wishlist Thread

Posted: Sun Jun 13, 2010 8:17 am
by taltamir
ORIGINAL: tjhkkr

Wishlist:  Fighters?

Counterwish: NO fighters please.

RE: Master Wishlist Thread

Posted: Sun Jun 13, 2010 1:00 pm
by 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.

RE: Master Wishlist Thread

Posted: Sun Jun 13, 2010 3:23 pm
by ParachuteProne
ORIGINAL: taltamir
ORIGINAL: tjhkkr

Wishlist:  Fighters?


+1

RE: Master Wishlist Thread

Posted: Mon Jun 14, 2010 7:49 pm
by shady8x
New to the game and love it so far but I have a few issues with it. Sorry if these have been mentioned before (or if the real issue is that I don't know how to do something that is already in the game).

My main problem is the lack of the ability to set tax level and give build/recruitment orders to more than one planet and shipyard.

I tend to build tiny spaceports at all my planets. Clicking through 30 planets then a drop down menu to choose the shipyard and purchasing it gets tiring.
Clicking through a hundred worlds and clicking a drop menu to try to find the 5-10 planets that don't currently have a spaceport is not fun at all.
Clicking through all hundred of my space ports when I want to quickly build up a massive fleet is also not fun.

I would like the ability to select multiple planets and set a tax level for all of them at the same time.
I would like the ability to select multiple planets and order the building of a shipyard(or anything else that can be built at planets) on all of those planets where the shipyard can be built, at the same time.
I would like the ability to select multiple planets and recruit troops on all those planets at the same time.
I would like the ability to select multiple shipyards and be able to queue up the production of a certain ship for all of them at the same time.
The drop down menu for the building queue should have the last thing you purchased, be selected from the start.

Also I think that when you tell a fleet to retrofit, it shouldn't just all go to one spaceport. The ships should split up and head to different idle spaceports so that all ships could be upgraded at pretty much the same time. So if I have 50 idle spaceports, the 40 ship fleet does not all head to one spaceport that is closest or biggest or a port that is already building something at its maximum capacity.

Another thing I would like to control is the non stop contact by AI empires. I have had a game where there would be an offer to swap maps being given every minute. I want to be contacted if they want free trade agreement or a mutual defense pact, but I don't want map swaps, I already bought their maps a long time ago. There should be a way to turn off specific diplomatic offers from coming through or better yet an ability to set auto-response to specific offers for all empires or a specific empire. So that your empire could automatically always refuse to swap maps but always accept free trade agreements while still bringing up the diplomatic window for other offers, such as the mutual defense pact.

RE: Master Wishlist Thread

Posted: Mon Jun 14, 2010 8:56 pm
by WoodMan
Well if there are fighters I would prefer a new ship type to be added to carry them, a Carrier.

So we would have Escort-->Frigate-->Destroyer-->Cruiser-->Carrier-->Capital

Something for a future expansion maybe, it would need new ship graphics for the 3 types of fighter you suggested and also the Carrier, and each race doesn't even have a shipset to itself yet ^^

RE: Master Wishlist Thread

Posted: Tue Jun 15, 2010 6:33 am
by 2guncohen
I would love to see wormholes implemented !!!


RE: Master Wishlist Thread

Posted: Tue Jun 15, 2010 11:52 am
by Igard
ORIGINAL: 2guncohen

I would love to see wormholes implemented !!!


I'll second that, but only a maximum of 2 per galaxy. I'd like to see the wormholes become important strategic points, but there can't be too many of them.

RE: Master Wishlist Thread

Posted: Tue Jun 15, 2010 12:09 pm
by 2guncohen
Im already glad with a purely military ships only wormhole  [8D]

RE: Master Wishlist Thread

Posted: Tue Jun 15, 2010 2:38 pm
by Bartje
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.



I endorse this idea [:D]



I would also like to see an arms race between Carrier based fleets & Guns based fleets.
Something like Point defese (for gunbased fleets) vs Fighter ECM, Armor, Shields, range etc (for carrier based fleets)

This way you get to choose if you will specialize or attempt to be a jack of all trades kind of Empire.
It would be even better if the AI plays accordingly using strategies that capitalize on carriers or gunbased fleets. (force projection vs Raw Fire power)

So you'd get Attrion based war for carriers in which the enemy seeks to kill your floating "air" fields
and on the other side you get the Superior Firepower doctrine which seeks to blast everything out of the water.. errr space using nice and shiny explosions.


Got sneaked up on by a lone battleship? Say goodbye to your carrier(s) [8D]

RE: Master Wishlist Thread

Posted: Tue Jun 15, 2010 10:20 pm
by Spacecadet
Okay, I have a few things I'd like to add and probably reinforce since I haven't read most of this thread . . . .



Races \ Colonization:

1. Naxillian - these should a Yeti, Polar Bear, Penguin, or Seal/Walrus derivative, not a Dinosaur (Cold Blooded). 

2. We need a Borg like race or something similar. A race no one else likes or gets along with (except maybe themselves).

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)



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.

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.

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?).



Game Mechanics / Miscellaneous:

16. Longer range Sensors - by the time you pick something up now, it's pretty much too late.

17. Tech Research adjustment - my current max top line Torpedos have ~1/3 the range of my previous ones [8|]

18. Automated indicator for Fleet - currently there is no indication in the lower left window if the Fleet is Auto or Manual.

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.

20. Bigger / Deeper Research Tree - we just need some more stuff to Research / Develop / Use [:D]

21. Terraforming options - via Research optimally.

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'm probably forgetting a few things, and I'm sure some of these have probably been brought up on here already, but these are what's popped in mind so far playing up to 1.04.9







RE: Master Wishlist Thread

Posted: Tue Jun 15, 2010 11:49 pm
by taltamir
1. Naxillian - these should a Yeti, Polar Bear, Penguin, or Seal/Walrus derivative, not a Dinosaur (Cold Blooded).
Dinosaur LIKE in APPEARANCE.
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.
2. We need a Borg like race or something similar. A race no one else likes or gets along with (except maybe themselves).
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.

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.
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)
I do not understand your notation... what are you suggesting here exactly?
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.
+1, all are excellent suggestions.
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.
How is that different then simply paying the pirates to attack empire Y?
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?).
Good ideas.
16. Longer range Sensors - by the time you pick something up now, it's pretty much too late.
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.
17. Tech Research adjustment - my current max top line Torpedos have ~1/3 the range of my previous ones
This is scheduled for patch 1.05 already. :)
18. Automated indicator for Fleet - currently there is no indication in the lower left window if the Fleet is Auto or Manual.
Yes please, we need this.
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.
We very much need this! Also it should show up in ships screen and let you batch retire them all from there.
20. Bigger / Deeper Research Tree - we just need some more stuff to Research / Develop / Use
Just as long as it doesn't get overwhelming.
21. Terraforming options - via Research optimally.
While I am normally a fan of those, it doesn't seem to match the style of DW
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.
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.

RE: Master Wishlist Thread

Posted: Wed Jun 16, 2010 12:18 am
by Spacecadet
ORIGINAL: taltamir
1. Naxillian - these should a Yeti, Polar Bear, Penguin, or Seal/Walrus derivative, not a Dinosaur (Cold Blooded).
Dinosaur LIKE in APPEARANCE.
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.

Well, they look like T-Rex's to me - just too Reptilian for frigid climates.
The Yeti suggestion is just an example for Modeling purposes. Keep the name, just change the picture or make them habitable for a different climate set.
2. We need a Borg like race or something similar. A race no one else likes or gets along with (except maybe themselves).
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.

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'm thinking more AI controlled only on this - non playable for the player.
They don't necessarily have to have top of the line Tech either, this could be set like the other AI's at game setup.
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)
I do not understand your notation... what are you suggesting here exactly?

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.
[/quote]
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.
+1, all are excellent suggestions.
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.
How is that different then simply paying the pirates to attack empire Y?

If they are at war with more than one AI.

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?).
Good ideas.
16. Longer range Sensors - by the time you pick something up now, it's pretty much too late.
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.

I have the Ultra Long Range Sensors, they just don't seem to reach out all that far.
17. Tech Research adjustment - my current max top line Torpedos have ~1/3 the range of my previous ones
This is scheduled for patch 1.05 already. :)
18. Automated indicator for Fleet - currently there is no indication in the lower left window if the Fleet is Auto or Manual.
Yes please, we need this.
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.
We very much need this! Also it should show up in ships screen and let you batch retire them all from there.
20. Bigger / Deeper Research Tree - we just need some more stuff to Research / Develop / Use
Just as long as it doesn't get overwhelming.
21. Terraforming options - via Research optimally.
While I am normally a fan of those, it doesn't seem to match the style of DW
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.
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.
[/quote]

RE: Master Wishlist Thread

Posted: Wed Jun 16, 2010 9:32 am
by taltamir
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.
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.

RE: Master Wishlist Thread

Posted: Wed Jun 16, 2010 10:05 am
by 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.

Basically I'd like to keep conquered races confined to their original planets and the odd ones I allow them.

Also a vote here for terraforming, albeit expensive and time consuming.

RE: Master Wishlist Thread

Posted: Wed Jun 16, 2010 10:14 am
by 2guncohen
I was thinking about pirates they realy need a counterpart.

I see it like this  "the private sector or human controlled governement" could make or pay "bounty hunters" or "security compagny's" who are paid to protect or hunt down pirates ?

Would make the game very very intresting [:D]


RE: Master Wishlist Thread

Posted: Wed Jun 16, 2010 10:48 am
by taltamir
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.

Yes... nor do I wish to allow any aliens to my home world (or if I decide to move the capital, I want aliens in it to be forcibly moved to other planets)

RE: Master Wishlist Thread

Posted: Wed Jun 16, 2010 11:52 am
by Spacecadet
Forgot a couple:

23. Honoring a Mutual Defense pact should not cause a reputation hit.

24. Bounty board - certain Pirates or clearing monsters out of an area, etc.




RE: Master Wishlist Thread

Posted: Wed Jun 16, 2010 1:04 pm
by Icesavage
I would like to have the ability when creating a new game that I select the type of hull style that my empire will have initially.  Yes the work around is to change it as time goes by, but that is really a hassle.

RE: Master Wishlist Thread

Posted: Wed Jun 16, 2010 1:07 pm
by taltamir
ORIGINAL: Spacecadet

Forgot a couple:

23. Honoring a Mutual Defense pact should not cause a reputation hit.

According the devs themselves, honoring a mutual defense pack increases your reputation.
If it decreases it under some circumstances it is a bug and should be reported.