5 suggestions
Posted: Mon Mar 08, 2021 7:41 pm
I have some suggestions for DW2 based on jotting things down while playing DW1 recently.
1. when colonising an indy, I suggest a negotiation with weighted cost and not a weighted RND. The negotiation would constitute a treaty between player empire and the indy and the payment required to swing colonisation assent depends on the affinity. If you can afford assent then you can definitely colonise, if you cant afford it you definitely can't (but can invade).
The current mechanic encourages save reload to get your colony with all but the most hostile indys but I think the game mechanics would play better if they cannot be hacked by save reloading. Conditions for assent could include cash or tech targets instead of cash e.g. "we will let you colonise if you have XYZ tech to share with us", kind of thing. Also conditions for assent could be micro missions, "go repair and rescue our long lost colony ship and we will join your empire for free and you can have the colony ship".
2. would really like to be able to inspect and edit an order queue for a fleet or a ship, by removing specific orders or moving them up or down the queue.
3. In addition I hope the new engine will allow the queued orders to have the same level of specificity available as the current order. Its a problem in DW1 that I continually encounter, that I want to queue an order for a ship to refuel at a specific location, usually a fuel refinery built for fuel supply. Often a ship given a generic refuel order will otherwise choose to try to refuel from a partial supply in the cargo bay of a newly refueled mine base instead which does noone any good as the ship does not get filled and the mine base sooner needs a new delivery.
Point is, at a certain level of zoom I can select a refinery to refuel at when giving the order when mousing over a system with a refinery but I can never add that order to a queue unless I zoom right in, the order simply is not offered as an option for the queued orders when it is offered as an order with immediate effect. All I ask is that the specificity available for immediate orders be available in queued orders as well.
[Another example is move to mine base orders, which are sometimes available for immediate orders when mousing over a system but not present in queued orders for the same level of zoom and mouse location.]
4. might help if you could designate buildings as refuelling points in the [s]design[/s] deployment phase.
5. last but not least I would like to ask you to reconsider the save conventions. Save game currently overwrites the last save. This is a real nuisance and I frequently misclick and accidentally overwrite and erase the save I wanted to load. It is so awkward that I decided to make a dummy save every time I save (or load) the game to prevent that kind of accident. I like the idea of a single button save but I dont think it should overwrite the last save and instead I would like to suggest quicksave operates like autosave with a rotating pool of 5 slots marked quicksave and always overwriting the oldest quicksave and never overwriting a named manual save.
Hope that makes sense and is helpful. Best of luck with developing DW2, I will be trying it out for sure, though I missed the call for beta unfortunately, I will definitely try it on release and maybe will have more relevant suggestions then.
1. when colonising an indy, I suggest a negotiation with weighted cost and not a weighted RND. The negotiation would constitute a treaty between player empire and the indy and the payment required to swing colonisation assent depends on the affinity. If you can afford assent then you can definitely colonise, if you cant afford it you definitely can't (but can invade).
The current mechanic encourages save reload to get your colony with all but the most hostile indys but I think the game mechanics would play better if they cannot be hacked by save reloading. Conditions for assent could include cash or tech targets instead of cash e.g. "we will let you colonise if you have XYZ tech to share with us", kind of thing. Also conditions for assent could be micro missions, "go repair and rescue our long lost colony ship and we will join your empire for free and you can have the colony ship".
2. would really like to be able to inspect and edit an order queue for a fleet or a ship, by removing specific orders or moving them up or down the queue.
3. In addition I hope the new engine will allow the queued orders to have the same level of specificity available as the current order. Its a problem in DW1 that I continually encounter, that I want to queue an order for a ship to refuel at a specific location, usually a fuel refinery built for fuel supply. Often a ship given a generic refuel order will otherwise choose to try to refuel from a partial supply in the cargo bay of a newly refueled mine base instead which does noone any good as the ship does not get filled and the mine base sooner needs a new delivery.
Point is, at a certain level of zoom I can select a refinery to refuel at when giving the order when mousing over a system with a refinery but I can never add that order to a queue unless I zoom right in, the order simply is not offered as an option for the queued orders when it is offered as an order with immediate effect. All I ask is that the specificity available for immediate orders be available in queued orders as well.
[Another example is move to mine base orders, which are sometimes available for immediate orders when mousing over a system but not present in queued orders for the same level of zoom and mouse location.]
4. might help if you could designate buildings as refuelling points in the [s]design[/s] deployment phase.
5. last but not least I would like to ask you to reconsider the save conventions. Save game currently overwrites the last save. This is a real nuisance and I frequently misclick and accidentally overwrite and erase the save I wanted to load. It is so awkward that I decided to make a dummy save every time I save (or load) the game to prevent that kind of accident. I like the idea of a single button save but I dont think it should overwrite the last save and instead I would like to suggest quicksave operates like autosave with a rotating pool of 5 slots marked quicksave and always overwriting the oldest quicksave and never overwriting a named manual save.
Hope that makes sense and is helpful. Best of luck with developing DW2, I will be trying it out for sure, though I missed the call for beta unfortunately, I will definitely try it on release and maybe will have more relevant suggestions then.