Old fan of DW1 here. I've been trying out DW2 for about 30 hours and am considering purchasing it myself (latest stable version; 1.2.2.0 IIRC). However, the current state of DW2's UX is unacceptable to me, especially since I have early-stage MS now, and would like to know if this will be fixed in the near future.
I'm aware that the devs are working on balance and pathfinding via this roadmap post, though it omits what I consider to be the most salient core gameplay problems:
- I find myself manually redesigning ships and stations after each tech advance, every few in-game months early on, even at Very Low research speed, which is an obnoxious amount of repetitive work. I'm not interested in automatic designs. So,
(A) are there any plans for racial techs to be properly evaluated by the Upgrade button and "Latest" component filters (and perhaps relabeled "Best")?
(B) what about a user-friendly, well-sorted and grouped component placement GUI instead of the text spam list we have now? Merely (graphically) grouping by type and sorting lowtech to hightech would be an enormous improvement, one which I desperately need due to my handicap and designer playstyle. - Automatic retrofit took months on stations despite their blueprints being set to automatic retrofit in the Design screen (I also tried automatic hull upgrading, checked the "Designs which upgrade to this" list to make sure and marked the old designs as obsolete). Ships auto-retrofitted just fine so these settings don't appear to be the issue. Is this a known bug with with a planned fix? Is there a workaround? I've gotten into a war which required me to manually retrofit over 60 mining stations that weren't retrofitting, which is nuts. Edit: Solved! Check my next post below.
- Are there plans to include a "Disallow research theft" option, since I find myself constantly micromanaging my spies ad nauseum? Is there a way to competently automate tech stealing by choosing preferred techs, perhaps those halfway down the list of queued research? I'm aware that some improvement can be accomplished via minimum success percentage rates and % of counterintelligence for the automation - that's not controllable enough on high difficulty in my opinion.
In hindsight this might be a pretty good feature request list, so I hope the devs take notice. With that in mind, a few small suggestions:
- Have combat ships automatically pick up (very) nearby corpses and organic debris. They're already there and can automatically offload the loot when refueling - freighters can take care of dissemination. Edit: Solved! Reason explained by Erik below.
- Like in DW1, sending an invasion fleet to assimilate single-colony allies is still outrageously economically overpowered (almost doubling income early on). I suggest slowing ground battle speed and allowing spaceships to provide direct fire support from orbit (far more than the passive attack strength bonus, and not just pre-emptive bombardment), making colony conquest possible only after defeating the enemy's combat ships. Alternatively, every empire could start with a Capitol Defense Space Station which is powerful relative to early tech, built as a facility from the ground if another colony is made the capitol, preventing this cheese opportunity altogether.
- Sorry to nitpick but in the modern vernacular, DW2's "races" are correctly named "species". "Race" refers to a sub-group of a species born from a common ancestor. That's not a political belief, but rather a taxonomic standard.