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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shiMusa
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RE: Master Wishlist Thread

Post by shiMusa »

Hi all,

I'm not a pro in DWU, but I've seen some impressive gameplay.

Many of the suggestions here try to improve the standart 4x gameplay - which is right and important. But I want to emphasize on an aspect of the game, that really lifts it to a plane of quality games like Stellaris could only dream of:

Real macro-economics! When I saw a let's play where the player invested a ton of money into upgrading starbases into the private sector and that in turn really boosted the economy of the whole state (due to increased tax income), I was in awe.

Please make sure your realistic resource gathering/trading and usage stay and are expanded on! The liveliness of the game comes from the fact, that the universe actually does business and the economy actually works!

Cheers! [:)]

PS: as a physicist I really love the moving planets (and stars?) in the game! Could be more realistic (elliptic trajectories), but way better than just static positions (like in every other game).

syrkres
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RE: Master Wishlist Thread

Post by syrkres »

Only recently started playing but would love to see some additional features(unless I am missing something)

- Hot Keys for everything!!! (This is probably biggest play issue with this game.)
- Return to Homeworld/capital/assigned world (why do I have to manually tell my ship to return to main worlds. Bottom)
- Pirate missions (ability to click on target and create mission for pirates/mercenaries to attack/destroy)
- Ability to select a resources and then "cycle" through known sources of the resource.
- Colony "side bar" button (like most other unit types, ability to click sidebar button and list all colony ships.
- Ability to modify/override selection panel buttons (bottom).
- On Construction yards screen a checkbox to automatically move Military ships to top of queue...
- Filter Planets - right now you can "ring" systems that have habital planets, what would be nice is say filter so habital desert planets?
- Ability to filter types of missions? Smuggling/Attack/etc.
SaltiMilk
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RE: Master Wishlist Thread

Post by SaltiMilk »

What i would also love is more control over being able to control what sector you assign your fleets. Just like how in Hearts Of Iron 4 you can assign your numerous navy fleets to certain areas of the sea, it would be great if i could directly control which sectors I want a fleet to protect. And when I select a fleet, it would show me right away which sectors its assigned to by highlighting the sector on the map with a light color.

Also different scales of orbital bombardment. Light and precise orbital bombardment should be lengthy and only able to destroy some troops (maybe 5-25% of troops depending on fortification levels), and only kill a very small amount of the population. Just to soften a planet up before invasion. Only causing a very limited reputation hit. While full bombardment should be the same as how is now capable of destroying everything on the planet.
classicblend
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RE: Master Wishlist Thread

Post by classicblend »

I love Distant Worlds and can't wait for the sequel. After playing some more recent 4x/grand strategy games, I have a few wishes for the sequel:

1. The living universe, with independent civilians and pirates and a sophisticated-enough economy to give them a reason to exist, is one of the two things that set Distant Worlds apart from its competition. I'm sure it will be a performance hog in 3d, but please don't compromise the living universe for the sake of graphics.

2. That being said, please do streamline/adjust the economy so that it works in a more transparent way. It can be really hard to understand in Distant Worlds where income, expenses, and bonus income come from and why they shoot up or drop off abruptly. For example, maybe more parts of the economy could be based on yearly fees (that could still be disrupted by the destruction of mining stations or civilian ships) rather than one-off payments?

3. The second thing that sets Distant Worlds apart from the competition is the freedom of travel, restricted only by fuel - your ships can travel as far as their fuel tanks allow in any direction. While I'm not averse to having additional FTL types, please don't go hyperlane/space lane only like Sins of a Solar Empire, Endless Space, and now after its most recent update Stellaris. I get that some people like to have chokepoints in space, but I hate it, and there are plenty of games for those who like it already.

4. Mod support in Distant Worlds was OK, but it would be amazing to have mod support on the level of Stellars- being able to use scripts; create custom events, event chains, and missions; create custom systems in detail; add custom 3d models for ships; modify not only sounds and visuals but the conditions under which sounds and visuals occur, and have multiple possible sounds for the same condition, etc.

5. The long-term missions of newer Total War games and Endless Space 2, and the random events of Stellaris, add a good amount of motivation to keep playing that could be lacking in longer matches of Distant Worlds.
FarAway Sooner
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RE: Master Wishlist Thread

Post by FarAway Sooner »

Just keeping an old thread on life support, but since there haven't been additional communications, I assume that this project is still on the back-burner. My requests are pretty straight-forward:

1) Make the AI smarter. Especially in fleet combat. PLEASE!!!! If this isn't improved, I'll really struggle with justifying whether to buy the new game. (No more having my prize flag ship battle cruiser charge within range of 3 Orbital Weapons Platforms because the Frigate he's pursuing went that way!)

2) Reduce the number of strategic elements in the game 33%--and then reduce the abundance of resources accordingly, particularly of rich deposits of multiple resources on a single planet. I LOVE the way the current resource system works, and the sense of scarcity feels about right, but the micromanagement involved with the current number of strategic resources detracts from the game play.

3) I don't need fully scripted storylines for every faction, the way Amplitude has done it with Endless Space 2 and Endless Legends, but having some more multi-chapter stories and events that might pop up randomly would be awesome. All part of the immersion!
minijag
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RE: Master Wishlist Thread

Post by minijag »

1. Mutliplayer, period, just do it.
2. Multiplayer. Stellaris is just a shitty Distant Worlds and It makes us want to play Distant Worlds in multiplayer.
3. I always thought it would be nice if you couldn't really explore the world. In a sense that, yeah you might fully explore your own solar system, or the dozen nearby you, but instead the galaxy is so big, you couldn't send vessels out to explore every single planet and know every single secret about it with one probe, and eventually explore the entire galaxy. My idea is based off of Star Trek, that they are still exploring the galaxy 200 or 400 years into space travel.
Serenitis
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RE: Master Wishlist Thread

Post by Serenitis »

The ability to set up stockpiles of fuel in remote places would be useful.
This could be achieved by creating a new component that works the opposite way round to the Commerce Centre.

Fuel Logistics Facility
Type: Component
Size: 150
Research: High Tech - Commerce
Requirement: Design class must be either Resupply Ship, Starbase, or Starport.
Function: Creates demand missions for empire frieghters to transport fuel gasses to this entity.

The large size is to force Ships/Stations using this to specialise until construction tech allows larger builds.
Subsequent upgrades could engage more frieghters simultaneously and/or from a wider area.
If both are present, Logistics overrides Commerce Centre for Hydrogen and Caslon, but ignores everything else.

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zebanovich
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RE: Master Wishlist Thread

Post by zebanovich »

are suggestions from this thread used for active development of Distant worlds 2?
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Hattori Hanzo
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RE: Master Wishlist Thread

Post by Hattori Hanzo »

ORIGINAL: zebanovich

are suggestions from this thread used for active development of Distant worlds 2?
who knows.. ??? [8|]
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USSAmerica
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RE: Master Wishlist Thread-Map Editor

Post by USSAmerica »

Larry, it is probably a little late, but I really like your suggestion!
Mike

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"They need more rum punch" - Me

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Hattori Hanzo
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RE: Master Wishlist Thread-Map Editor

Post by Hattori Hanzo »

ORIGINAL: USSAmerica

Larry, it is probably a little late, but I really like your suggestion!
the above short message from USSAmerica mean perhaps that DW2 is finally on the "launch-pad".. ??? [X(]
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Uncle Lumpy
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RE: Master Wishlist Thread-Map Editor

Post by Uncle Lumpy »

More likely the developers have already coded all the changes they're going to make in DW2. [:)]
I once heard there was a garage, which some said was air tight.
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Hattori Hanzo
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RE: Master Wishlist Thread-Map Editor

Post by Hattori Hanzo »

ORIGINAL: Uncle Lumpy

More likely the developers have already coded all the changes they're going to make in DW2. [:)]
Uncle Lumpy, probably you're right.. [the Old Uncles are always right, we know]

but please..

let me living my own illusions.. !!!!! [:D]
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USSAmerica
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RE: Master Wishlist Thread-Map Editor

Post by USSAmerica »

Hattori, I'll let you have your illusions. [:D]

Therefore, don't read the following. [;)]

I don't have anything to do with the game other than being a fan. I was only responding to the way Larrybush wrote his wishlist post. I'm sure by now that any items from this wishlist that will be included in DW2 have already at least been planned for in development. Even if the release is another year away, they would very likely not be looking to add new development requirements at this point. Perhaps a map editor could be included in the first expansion pack. [:)]
Mike

"Good times will set you free" - Jimmy Buffett

"They need more rum punch" - Me

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Uncle Lumpy
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RE: Master Wishlist Thread-Map Editor

Post by Uncle Lumpy »

Hattori, we all have our illusions. Not meaning to quash any of yours. My point was the last post of USSAmerica. There are a ton of great ideas on the Wish List thread. Unfortunately we all know that all of them cannot be included in DW2. Hopefully we will hear some positive news soooooooooooon regarding it. [:D]

Happy gaming!!
I once heard there was a garage, which some said was air tight.
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Hattori Hanzo
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RE: Master Wishlist Thread-Map Editor

Post by Hattori Hanzo »

all right, I got it.. [:(]

I return completely disillusioned to my boring usual matches of DW:U.. [8|]

which, by the way, I still adore.. !!!!! [X(][&o]
ElanaAhova_slith
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RE: Master Wishlist Thread

Post by ElanaAhova_slith »

Option to designate specific system(s) as off limits to civilian traffic. Mining ships and cargo ships won't go to said system. And, of course, option to later lift restriction on said system(s).
Do as you would be done by.
ElanaAhova_slith
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RE: Master Wishlist Thread

Post by ElanaAhova_slith »

Name-ing components on/in ship/station/base design pane.

Instead of "Epsilon Torpedo" use
"Torpedo Epsilon"

Place weapon /component TYPE before MODEL name.
Easier to find when list is alphabetized.

(What the .. was name of the reactor? oh, oh, oh yea, fission. Look under F, not R.)

Also, when comparing possible use of older models of same weapon (size/energy/yada varies some) easier of list list in order. (Names are placeholders for actual in game components to illustrate what I suggest.)
Torpedo Epsilon
Torpedo Ultra
Torpedo Ultimate
Torpedo UltraLousy
...
Reactor Fission Smasher ..data ... caslon
Reactor Fission SmasherPlus ..data ... caslon
Reactor Fusion Render ..data ... hydrogen
Reactor Fusion Rippum ..data ... hydrogen
etc
Do as you would be done by.
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