300 hours - Thoughts and hopes for the future
Posted: Wed Jan 03, 2024 5:32 am
I've put a fair amount of time into DW2 since launch (~300 hours) so here is my not-adusted-for-inflation $0.02.
Path finding - Not sure if it's the latest beta but 1.87 is exhibiting some seriously silly path finding. Beyond the usual 'why would the AI plot such a ridiculous roundabout path to the intended colony/base/target instead of straight line?' I have examples where private sector vessels are forming a massive conga line between two far flung colonies that leads them through nebulas, etc... and ALL of them are attempting to travel this route after running out of fuel halfway through their journey!!! Yes, they have the necessary ion protection. What's worse is I have with upwards of 10-15 private sector vessels sitting around doing nothing at the colony at one end of that path (a developed, high pop Teekan planet in a nebula). I have a save if the devs want it.
Ship Design - Maybe it's just me but I'm experiencing too many AI empires that use the same weapon loadouts for their ships. I get why torpedoes are great, but must EVERYONE use them?!? It would be nice if the AI empires settled on certain design principles from the start and only altered them as a counter to their most likely and/or dangerous enemies. MAGA! Make Area Weapons Great Again!
Fleet AI - I mainly see Defense and Invasion fleets with the occasional Attack fleet. AI empires should occasionally employ Raiding as a strategy, especially if they're strapped for resources.
Invasion fleets should not travel without an Attack fleet in support, ESPECIALLY if the player or enemy AI has an attack or defense fleet within jumping distance of the intended invasion target. I've received too many easy warscore points by intercepting invasion fleets with my attack fleets and blasting their loaded troop transports into oblivion.
Leaders
There needs to be an empire settings option where the AI suggests firing a given leader instead of making it fully automatic or manual. For instance, I like having the AI manage my spies but will sometimes disagree when one of them is fired.
It's odd to have large fleets or armies without admirals or generals and feels even stranger to have to wait for one to randomly appear based on a percentage. I certainly don't want leader spam but fleets or armies of a considerable size should automatically generate someone to lead it.
Spying - Spying is too easy or prohibitively difficult. I feel perhaps upping the failure rates while not breaking the spies' cover or downgrading the info garnered from a successful mission would make things more challenging while mitigating the frustration of losing too many spies or preventing OP spy spam.
Diplomacy - It desperately needs improvements to both features and AI. It's too easy to purchase or trade for technology and, more importantly, mining/research/resort bases in disputed territories. It's incredibly easy to force the AI to make a bad deal for critical resource bases by dangling lots of $$$ or lower ranking technologies in front of it. Why would a rival AI give up a major Caslon producing base in exchange for cash and/or being able to communicate with several races that are nowhere close to their territories?!? Buying bases is also an effective long term strategy to compromise and sometimes cripple AI economies. An AI empire's likelihood of trading tech and/or bases should correspond to the impact these bases have on their overall economy and local colonies followed by their relationship with the player/rival AI as well as natural racial animosities and other variables.
Treaties - Reparations (i.e. lump sum or monthly payments over x period of time) and border colonies should be factored into treaty negotiations. Bases in disputed territories should also factor more heavily into treaties depending on the warscore. I've yet to see more than one or two bases in disputed territory being offered by an AI who got absolutely mauled during a war (i.e. their warscore was in the negative millions). You want your wealthy, high pop colony back, Gizurean bug people? Give us those formerly independent colonies populated by races that instinctively hate your guts... that also happens to be close to our border.
There should also be a means of purchasing or exchanging colonies with the AI, not just when discussing peace terms, and it should be VERY expensive!
Colonies you conquered during a war that formerly belonged to allies should, by default, be 'liberated' and not automatically switch ownership to your faction. This should hold true especially if they're 'core' colonies (see below). Otherwise it's too damn easy to ninja valuable and/or high pop worlds filled with friendly races for your empire and snowball your growth. Same applies to bases of any kind.
Core colonies. There needs to be the concept of a 'core' colony, especially so the AI can make sensible decisions re: its defense and during negotiations. A core colony should be a capitol or colony founded by the player/AI that contains a majority population of their own race OR a formerly independent/conquered colony has been held for x number of years and accounts for x% of its empire's overall population, taxes and or resources.
Reputation.
Darwinian Politics - Racial animosities should mitigate reputation hits when engaging in unsavory behavior like bombardment, extermination and enslavement. It makes little sense that bombarding, exterminating or enslaving bug empires should incur a large reputation hit with non-bug empires and vice versa unless the recipient of said transgressions had long established diplomatic ties or common gov't types with allies, neighbors or trade partners of different races. I mean, the Gizureans can EAT conquered races and that's ok, but if I nuke the bejeezus out of their planets in a massive life or death struggle to keep my people off their menu that makes me the bad guy?!? It would be great if there was a reputation settings option or if we could mod this into the game.
Game Settings
Galaxy Creation - I am not prevented from making a massive galaxy polluted with stars that would run like crap on my system but am unable to make a larger galaxy with 700 or fewer stars?!? Apologies if this has already been explained but I'm left scratching my head.
Galaxy Map display hotkeys - Allow us to configure hotkeys to toggle the display of various ship and base types on the map. I shouldn't have to go into the settings menu to do this.
That's just off the top of my head. I realize hardcore players may have several hundred or thousands of hours of DW2 under their belts but ~300 hours is ALOT for me for any game. I love DW2 as much as its predecessor and only want it to get better.
Path finding - Not sure if it's the latest beta but 1.87 is exhibiting some seriously silly path finding. Beyond the usual 'why would the AI plot such a ridiculous roundabout path to the intended colony/base/target instead of straight line?' I have examples where private sector vessels are forming a massive conga line between two far flung colonies that leads them through nebulas, etc... and ALL of them are attempting to travel this route after running out of fuel halfway through their journey!!! Yes, they have the necessary ion protection. What's worse is I have with upwards of 10-15 private sector vessels sitting around doing nothing at the colony at one end of that path (a developed, high pop Teekan planet in a nebula). I have a save if the devs want it.
Ship Design - Maybe it's just me but I'm experiencing too many AI empires that use the same weapon loadouts for their ships. I get why torpedoes are great, but must EVERYONE use them?!? It would be nice if the AI empires settled on certain design principles from the start and only altered them as a counter to their most likely and/or dangerous enemies. MAGA! Make Area Weapons Great Again!
Fleet AI - I mainly see Defense and Invasion fleets with the occasional Attack fleet. AI empires should occasionally employ Raiding as a strategy, especially if they're strapped for resources.
Invasion fleets should not travel without an Attack fleet in support, ESPECIALLY if the player or enemy AI has an attack or defense fleet within jumping distance of the intended invasion target. I've received too many easy warscore points by intercepting invasion fleets with my attack fleets and blasting their loaded troop transports into oblivion.
Leaders
There needs to be an empire settings option where the AI suggests firing a given leader instead of making it fully automatic or manual. For instance, I like having the AI manage my spies but will sometimes disagree when one of them is fired.
It's odd to have large fleets or armies without admirals or generals and feels even stranger to have to wait for one to randomly appear based on a percentage. I certainly don't want leader spam but fleets or armies of a considerable size should automatically generate someone to lead it.
Spying - Spying is too easy or prohibitively difficult. I feel perhaps upping the failure rates while not breaking the spies' cover or downgrading the info garnered from a successful mission would make things more challenging while mitigating the frustration of losing too many spies or preventing OP spy spam.
Diplomacy - It desperately needs improvements to both features and AI. It's too easy to purchase or trade for technology and, more importantly, mining/research/resort bases in disputed territories. It's incredibly easy to force the AI to make a bad deal for critical resource bases by dangling lots of $$$ or lower ranking technologies in front of it. Why would a rival AI give up a major Caslon producing base in exchange for cash and/or being able to communicate with several races that are nowhere close to their territories?!? Buying bases is also an effective long term strategy to compromise and sometimes cripple AI economies. An AI empire's likelihood of trading tech and/or bases should correspond to the impact these bases have on their overall economy and local colonies followed by their relationship with the player/rival AI as well as natural racial animosities and other variables.
Treaties - Reparations (i.e. lump sum or monthly payments over x period of time) and border colonies should be factored into treaty negotiations. Bases in disputed territories should also factor more heavily into treaties depending on the warscore. I've yet to see more than one or two bases in disputed territory being offered by an AI who got absolutely mauled during a war (i.e. their warscore was in the negative millions). You want your wealthy, high pop colony back, Gizurean bug people? Give us those formerly independent colonies populated by races that instinctively hate your guts... that also happens to be close to our border.
There should also be a means of purchasing or exchanging colonies with the AI, not just when discussing peace terms, and it should be VERY expensive!
Colonies you conquered during a war that formerly belonged to allies should, by default, be 'liberated' and not automatically switch ownership to your faction. This should hold true especially if they're 'core' colonies (see below). Otherwise it's too damn easy to ninja valuable and/or high pop worlds filled with friendly races for your empire and snowball your growth. Same applies to bases of any kind.
Core colonies. There needs to be the concept of a 'core' colony, especially so the AI can make sensible decisions re: its defense and during negotiations. A core colony should be a capitol or colony founded by the player/AI that contains a majority population of their own race OR a formerly independent/conquered colony has been held for x number of years and accounts for x% of its empire's overall population, taxes and or resources.
Reputation.
Darwinian Politics - Racial animosities should mitigate reputation hits when engaging in unsavory behavior like bombardment, extermination and enslavement. It makes little sense that bombarding, exterminating or enslaving bug empires should incur a large reputation hit with non-bug empires and vice versa unless the recipient of said transgressions had long established diplomatic ties or common gov't types with allies, neighbors or trade partners of different races. I mean, the Gizureans can EAT conquered races and that's ok, but if I nuke the bejeezus out of their planets in a massive life or death struggle to keep my people off their menu that makes me the bad guy?!? It would be great if there was a reputation settings option or if we could mod this into the game.
Game Settings
Galaxy Creation - I am not prevented from making a massive galaxy polluted with stars that would run like crap on my system but am unable to make a larger galaxy with 700 or fewer stars?!? Apologies if this has already been explained but I'm left scratching my head.
Galaxy Map display hotkeys - Allow us to configure hotkeys to toggle the display of various ship and base types on the map. I shouldn't have to go into the settings menu to do this.
That's just off the top of my head. I realize hardcore players may have several hundred or thousands of hours of DW2 under their belts but ~300 hours is ALOT for me for any game. I love DW2 as much as its predecessor and only want it to get better.