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Admirals / Heroes / Government leaders?

Posted: Wed Apr 07, 2010 8:42 am
by alexalexuk
Similair to MOO2, i for one would like to see fleet admirals, each with xp, stats etc.

also things like government heads (like treasury, general sec., mining) , giving specific bonuses to certain enconomy stats (such as mining or extra % income) would be great addition too,


thoughts?



RE: Admirals / Heroes / Government leaders?

Posted: Wed Apr 07, 2010 8:49 am
by kafka
Yes, this is an aspect which would really make an already outstanding game even better without adding an unnecessary level of micromanaging. I would love to be able to assign governors to colonies and admirals to fleets, so adding their traits to the colony resp fleet stats

RE: Admirals / Heroes / Government leaders?

Posted: Wed Apr 07, 2010 11:09 am
by HsojVvad
This is a good idea, but I don't want the just 4 leaders and thats it. I say you can have as many as you want, as long as you are willing to pay them.

Also did you put this in the wish list thread? If not please do so.

RE: Admirals / Heroes / Government leaders?

Posted: Wed Apr 07, 2010 11:14 am
by Sarissofoi
That will be nice addition. Especially if you give them personality traits.


RE: Admirals / Heroes / Government leaders?

Posted: Wed Apr 07, 2010 11:22 am
by HsojVvad
It would be great if you could get spies to bribe a leader and see if that leader turns and works for your empire then. This way you can lear some info about the other race.

RE: Admirals / Heroes / Government leaders?

Posted: Wed Apr 07, 2010 12:36 pm
by EisenHammer
Assassnating goverment leaders, heroes, and military leaders with spies would be cool. I'm all for it!!![8D]

RE: Admirals / Heroes / Government leaders?

Posted: Wed Apr 07, 2010 12:54 pm
by VarekRaith
IIRC, elliot said he would like to go, or attempt to go, in this direction...

RE: Admirals / Heroes / Government leaders?

Posted: Wed Apr 07, 2010 1:24 pm
by Sarissofoi
I hope tht espionage system will be changed. Now it is too much micro if you want do thing right.

RE: Admirals / Heroes / Government leaders?

Posted: Wed Apr 07, 2010 1:51 pm
by Korvus77
ORIGINAL: Sarissofoi

I hope tht espionage system will be changed. Now it is too much micro if you want do thing right.

I hope they don't change the system it is quite excellent and easy to control as is.

RE: Admirals / Heroes / Government leaders?

Posted: Wed Apr 07, 2010 2:45 pm
by ASHBERY76
ORIGINAL: Sarissofoi

I hope tht espionage system will be changed. Now it is too much micro if you want do thing right.

Really? I do not think there could be a more streamlined version unless you add slider based espionage.

RE: Admirals / Heroes / Government leaders?

Posted: Wed Apr 07, 2010 3:46 pm
by Sarissofoi
ORIGINAL: ASHBERY76

ORIGINAL: Sarissofoi

I hope tht espionage system will be changed. Now it is too much micro if you want do thing right.

Really? I do not think there could be a more streamlined version unless you add slider based espionage.
Exactly.

RE: Admirals / Heroes / Government leaders?

Posted: Wed Apr 07, 2010 6:12 pm
by Gertjan
I like the idea, but then link it to the fleets screen. Perhaps just add an admiral for every fleet. Dont make it too micro intensive.

RE: Admirals / Heroes / Government leaders?

Posted: Wed Apr 07, 2010 8:32 pm
by wodin
Great idea. If this was implimented it would move up my to buy list.

RE: Admirals / Heroes / Government leaders?

Posted: Wed Apr 07, 2010 9:56 pm
by lancer
Goodaye,

I see 'personalities' in some form or another as a natural fit for Distant Worlds. Given that it already creates a 'living world' immersion the logical next step is to add the people side.

Gets my vote.

Cheers,
Lancer

RE: Admirals / Heroes / Government leaders?

Posted: Thu Apr 08, 2010 6:51 am
by alexalexuk
ORIGINAL: VarekRaith

IIRC, elliot said he would like to go, or attempt to go, in this direction...


thats awesome, i wonder how it will turn out,

MOO2 did this great and it was simple, heroes had xp and levelled etc..

i wonder if ships could have experience too? ie the crews level after every "successfull" engagement which give bonuses to that individual ship

RE: Admirals / Heroes / Government leaders?

Posted: Wed Jan 05, 2011 10:41 am
by Data
+1

have not checked if it's already on the master wishlist but in case it's not it deserves a big bump, especially for all of us MOO2 nostalgics

RE: Admirals / Heroes / Government leaders?

Posted: Wed Jan 05, 2011 11:53 am
by 2guncohen
For some days im playing Star wars rebellion on my windows 7 pc ^^ ( it took me some time to run this old game without issiue's ) and the game has a nice feeling with providing a role to recruited characters.

You can assign these to specific tasks Fleet/Science/ectra..
example:

An Admiral increases a fleet's performance in both tactical battles and orbital bombardments.

A General increases the performance of troops and reduce the likelihood of successful enemy missions on a friendly planet.

A Commander increases the combat efficiency of starfighter squadrons.

+ Some of these guys are specialist in a specific field of research, suppresion of rebels, espionage or sabotage ectra.

It would be kick ass to have this in the game distant worlds [&o]

See youtube trailer where you can see some examples
http://www.youtube.com/watch?v=PN-f3SskreE

RE: Admirals / Heroes / Government leaders?

Posted: Wed Jan 05, 2011 12:27 pm
by J HG T
Definetly supporting this idea. It was excellent feature in MOO2 and done right it would be great in DW too.

RE: Admirals / Heroes / Government leaders?

Posted: Wed Jan 05, 2011 12:29 pm
by gmot
This would really add personality to the game. I'd like to have a recruitment pool to have characters involved in my empire, with both good traits and bad. Something like EU3 would be great.

RE: Admirals / Heroes / Government leaders?

Posted: Wed Jan 05, 2011 12:46 pm
by Tacit_Exit
I'd like to see 'Planetary Governors'. Have a system where colonised planets without a governor have some kind of penalty until you assign a Gov. to it.

New Govs could become available at a limited rate, and would have a range of possible negative and/or positive effects. 'Bad' Govs would still be worth having to avoid the no Gov. malus but would probably be shifted to the crappier planets in your empire as better Govs became available.