Master Wishlist Thread
- Simulation01
- Posts: 540
- Joined: Wed May 12, 2010 8:10 pm
RE: Revisting the border system for visualization and functionality
Has anyone mentioned random events like rogue comets/asteroids that slam into populated planets, but could be defeated by an intercepting fleet or powerful starbase? Also, how about random supernova's...to be sure they wouldn't happen every few moments but maybe randomly every 1,2,3 hundred turns and would turn systems into rubble piles? Solar storms? Traveling spacial distortions that could maybe destroy a single planet...
"Tho' much is taken, much abides; and though we are not now that strength which in old days moved Earth and Heaven; that which we are, we are; One equal temper of heroic hearts, made weak by time and fate, but strong in will." -Tennyson
RE: Revisting the border system for visualization and functionality
Yap, already posted by others and the Data the mooniac....but every new post counts, hope a poll on this will also reveal how much we want them.
The last one (Traveling spacial distortions that could maybe destroy a single planet) is a new one and it's an awesome idea.....even before it reaches the target planet it can have other effects in deep space, or maybe change the orbit of planets that doesn't hit but are near it's route.
Maybe they can be closed like in ST by ejecting a hyperdrive core or something.
The last one (Traveling spacial distortions that could maybe destroy a single planet) is a new one and it's an awesome idea.....even before it reaches the target planet it can have other effects in deep space, or maybe change the orbit of planets that doesn't hit but are near it's route.
Maybe they can be closed like in ST by ejecting a hyperdrive core or something.
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
RE: Revisting the border system for visualization and functionality
deleted....double post due to poor eye sight and short attention span.
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
- Simulation01
- Posts: 540
- Joined: Wed May 12, 2010 8:10 pm
RE: Revisting the border system for visualization and functionality
ORIGINAL: Data
Yap, already posted by others and the Data the mooniac....but every new post counts, hope a poll on this will also reveal how much we want them.
The last one (Traveling spacial distortions that could maybe destroy a single planet) is a new one and it's an awesome idea.....even before it reaches the target planet it can have other effects in deep space, or maybe change the orbit of planets that doesn't hit but are near it's route.
Maybe they can be closed like in ST by ejecting a hyperdrive core or something.
LOL exactly
"Tho' much is taken, much abides; and though we are not now that strength which in old days moved Earth and Heaven; that which we are, we are; One equal temper of heroic hearts, made weak by time and fate, but strong in will." -Tennyson
RE: Revisting the border system for visualization and functionality
We concur about Simulation1's idea of random, but rare, hazards in space. Would add all kinds of interesting situations to the game.
Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."
"And they hurled themselves into the void of space with no fear."
RE: Revisting the border system for visualization and functionality
I would like to see space monsters, which when killed release a small amount of a new rare luxury resource. This would give hunting space creatures more incentive and could also tie in well with the space monster farm concept.
RE: Revisting the border system for visualization and functionality
I would like monsters that crap small amount of a new rare luxury resource. You could follow the creature around and mine its excrement.
RE: Revisting the border system for visualization and functionality
Or maybe they produce them and we farm / milk the creatures for those luxury resources.
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
RE: Revisting the border system for visualization and functionality
I have another wish for Distant Worlds. If it was mentioned before, I think it is a good idea.
I would like to have private sector also affects the policies of the empire more directly such as requesting faster hyper drives (research policy), demanding removal of pirate bases and creatures, lower tax rate (economic policy), free trade with empires, etc. You can ignore their demands and requests with consequences such as tax evasion, less trading, upgrading their ships at foreign star bases, etc. This will make a living galaxy more lively.
Private sector should also upgrade and buy their trading vessels by themselves to maximize profit in competition with one another --> non-monolithic private sector with numerous trading companies and corporations. They might be multi-empire trading companies with great influence.
In general, I would like the idea behind private sector to be hashed out more and develop further. So that we can play as a trader in Distant Worlds directly and indirectly affecting the politics in the galaxy. Maybe another expansion is needed: Distant Worlds: the Rise of the Private Sector.
I would like to have private sector also affects the policies of the empire more directly such as requesting faster hyper drives (research policy), demanding removal of pirate bases and creatures, lower tax rate (economic policy), free trade with empires, etc. You can ignore their demands and requests with consequences such as tax evasion, less trading, upgrading their ships at foreign star bases, etc. This will make a living galaxy more lively.
Private sector should also upgrade and buy their trading vessels by themselves to maximize profit in competition with one another --> non-monolithic private sector with numerous trading companies and corporations. They might be multi-empire trading companies with great influence.
In general, I would like the idea behind private sector to be hashed out more and develop further. So that we can play as a trader in Distant Worlds directly and indirectly affecting the politics in the galaxy. Maybe another expansion is needed: Distant Worlds: the Rise of the Private Sector.
nammafia
RE: Revisting the border system for visualization and functionality
YES! A Giant-Kaltor milker!
Tangy!
Tangy!
-
- Posts: 10
- Joined: Sun May 29, 2011 4:47 pm
- Location: Brazil
RE: Revisting the border system for visualization and functionality
nammafia's suggestion is great. A more active private sector that could influence an empire's decision and even expansion. Corporations offering you reward for colonizing certain systems, getting trade agreements with other empires, and expanding their profit with your actions (or lack of).
A suggestion of mine (don't know if anyone has already come up with this): Nomad Civs. It could be a form of government, or a civ in itself, but the way it would act is opposite to the other "common" civs that settles and create countries. Basecally, a nomad civ would consist mainly around a fleet. They would colonize some worlds and suck them dry of resources, leaving them completly barren. After that, they'd abandon that world and go to the next one. With such unmeasured exploitation, they would build massive armadas that would travel the universe in search of resources to keep fueling their ships and feeding their people.
It'd be awesome for a AI only civ. But I imagine that with a number of restrictions would be very interesting to play with (and very hard too). These nomad nations could live in a constant war state, since they "destroy" worlds, and every civ in the galaxy is not inclined to make peace with them. But they could be "persuaded" to harvest some other civs planets (like the current "pay privateers" system to harass other people). I think it would be a great asset to the game, if possible to implement at all.
A suggestion of mine (don't know if anyone has already come up with this): Nomad Civs. It could be a form of government, or a civ in itself, but the way it would act is opposite to the other "common" civs that settles and create countries. Basecally, a nomad civ would consist mainly around a fleet. They would colonize some worlds and suck them dry of resources, leaving them completly barren. After that, they'd abandon that world and go to the next one. With such unmeasured exploitation, they would build massive armadas that would travel the universe in search of resources to keep fueling their ships and feeding their people.
It'd be awesome for a AI only civ. But I imagine that with a number of restrictions would be very interesting to play with (and very hard too). These nomad nations could live in a constant war state, since they "destroy" worlds, and every civ in the galaxy is not inclined to make peace with them. But they could be "persuaded" to harvest some other civs planets (like the current "pay privateers" system to harass other people). I think it would be a great asset to the game, if possible to implement at all.
RE: Revisting the border system for visualization and functionality
Suggestion on system ownership:
Note: I know that the coming border system will probably affect this idea, but I'll present it as it would work now.
In my current game I have a prime mining system next to my home-system. There's over ten mining station in this system and it provides the majority of Caslon for my empires needs.
Later I made contact with Securans that are now my allies. The only problem in our alliance is that they colonized a planet in that mining system. A lousy desert planet with one resource. Now they are the owners of that system, which will be causing certain problems in the future.
My suggestion is that there should be an "outpost" component for starbases that would count as a single planet towards the ownerships of a system. This component would need to be very costly (both high cost and upkeep) so you can't spam it, and quite large so you need to make dedicated "outpost" starbases. The outposts could also work as planets for trading purposes; Storing and distributing trade goods and resources via transports.
This would help you secure ownership of some resource rich systems that you are mining, but don't have interest of colonizing.
The border system will probably change this situation so I can buy that Securan planet, or they switch sides 'cause being under my empires influence.
Also, the outpost idea has been around if memory serves. This's just my take on it.
Note: I know that the coming border system will probably affect this idea, but I'll present it as it would work now.
In my current game I have a prime mining system next to my home-system. There's over ten mining station in this system and it provides the majority of Caslon for my empires needs.
Later I made contact with Securans that are now my allies. The only problem in our alliance is that they colonized a planet in that mining system. A lousy desert planet with one resource. Now they are the owners of that system, which will be causing certain problems in the future.
My suggestion is that there should be an "outpost" component for starbases that would count as a single planet towards the ownerships of a system. This component would need to be very costly (both high cost and upkeep) so you can't spam it, and quite large so you need to make dedicated "outpost" starbases. The outposts could also work as planets for trading purposes; Storing and distributing trade goods and resources via transports.
This would help you secure ownership of some resource rich systems that you are mining, but don't have interest of colonizing.
The border system will probably change this situation so I can buy that Securan planet, or they switch sides 'cause being under my empires influence.
Also, the outpost idea has been around if memory serves. This's just my take on it.
Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."
"And they hurled themselves into the void of space with no fear."
RE: Revisting the border system for visualization and functionality
Co-op Play! I was thinking about this as I was spending a game just tooling around with a single fleet. It would be fun to have one player "in charge", and have that player give me assignments, such as "take the explorers and find stuff" or "take 1st Fleet and do something productive."
RE: Revisting the border system for visualization and functionality
hmm, sounds like battle school from ender's game....me likes it a lot, +1
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
-
- Posts: 10
- Joined: Sun May 29, 2011 4:47 pm
- Location: Brazil
RE: Revisting the border system for visualization and functionality
Great idea indeed. It would be like Hearts of Iron shared countries option in multiplayer (don't know if that actually works, but sitll...). It'd be great to play as the Head of the government, while your friends are all admirals in your fleet, or governors in sectors from you empire.
Me likes a lot [2]
Me likes a lot [2]
RE: Revisting the border system for visualization and functionality
Sadly, I did not have the time to read all the posts, but since Mr. Data already told me to put the suggestions in here regardless of potential repetition, here you go:
1. Civilian ships should be retrofittable. Annoying to be endgame and still have freighters with the first engine ever turtling around in the empire.
2. Mining bases should be retrofittable via repair ships.
3. I greatly would appreciate a ground combat research tree, with weapons, armor and equipment, as well as some more detail to the ground combat ( a simple graphical breakdown of what happens on the planet "Master of Orion 2 style" would be enough.
4. On the other hand, planetary invasions should be impossible as long as planetary shields are up. I was able to invade Utopia with 12 troop transports full of Securan Battlechicks(tm) quite early in the game by parking the ships in orbit, and instadropping them on the planet. The ships got shot down in like 2 miliseconds, but hey, I got myself a beautiful planet. Unbalancing.
5. For the love of all that is holy, make something out ofthe victory screen. Like 15 years after I won my first "MoO2"-Game, I can still recite the text of the victory-film... " The power of the ancients is now yours to command... You've crushed all opposition beneath your heel.... yadda yadda". You can't imagine what I felt when I won my first Distant Worlds - in my oppinion better than MoO2 - and saw... that.
6. I Don't know how complex and time consuming it would be, but animations for the races in the politics screen would be awsome. I'm talking about basic stuff, like three basic animations for idling - neutral, angry and pleased, combined with three answer possibilites, approving (nodding or somesuch), disaproving (perhaps growling when angry?) and neutral (shrug?). 9 total animations per race.
Who would not want to see pleased Atuuk? Or angry Atuuk for that matter? Or... pleased Securan? No, I'm getting carried away
7. Technologies to terraform planets to improve their value would also be nice. Not changing their type, just improving their value.
8. And finally, would it be possible to get to pick the racial statistics when I start the game? Alternatively more races, some of which would be able to colonize gas giants?
1. Civilian ships should be retrofittable. Annoying to be endgame and still have freighters with the first engine ever turtling around in the empire.
2. Mining bases should be retrofittable via repair ships.
3. I greatly would appreciate a ground combat research tree, with weapons, armor and equipment, as well as some more detail to the ground combat ( a simple graphical breakdown of what happens on the planet "Master of Orion 2 style" would be enough.
4. On the other hand, planetary invasions should be impossible as long as planetary shields are up. I was able to invade Utopia with 12 troop transports full of Securan Battlechicks(tm) quite early in the game by parking the ships in orbit, and instadropping them on the planet. The ships got shot down in like 2 miliseconds, but hey, I got myself a beautiful planet. Unbalancing.
5. For the love of all that is holy, make something out ofthe victory screen. Like 15 years after I won my first "MoO2"-Game, I can still recite the text of the victory-film... " The power of the ancients is now yours to command... You've crushed all opposition beneath your heel.... yadda yadda". You can't imagine what I felt when I won my first Distant Worlds - in my oppinion better than MoO2 - and saw... that.
6. I Don't know how complex and time consuming it would be, but animations for the races in the politics screen would be awsome. I'm talking about basic stuff, like three basic animations for idling - neutral, angry and pleased, combined with three answer possibilites, approving (nodding or somesuch), disaproving (perhaps growling when angry?) and neutral (shrug?). 9 total animations per race.
Who would not want to see pleased Atuuk? Or angry Atuuk for that matter? Or... pleased Securan? No, I'm getting carried away

7. Technologies to terraform planets to improve their value would also be nice. Not changing their type, just improving their value.
8. And finally, would it be possible to get to pick the racial statistics when I start the game? Alternatively more races, some of which would be able to colonize gas giants?
RE: Revisting the border system for visualization and functionality
good, Niaru, moaaar.....moaaaar [:)]
and also about no.5.....brother mooniac, I also know that message like the fear litany in Dune. Great classic stuff.
and also about no.5.....brother mooniac, I also know that message like the fear litany in Dune. Great classic stuff.
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
RE: Revisting the border system for visualization and functionality
In the colony list screen have a column for starbases (the F2 screen, I think). I'd like to be able to quickly seen which colonies do/do not have starbases built.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
RE: Revisting the border system for visualization and functionality
If that's not already possible on the map (not sure right now) than we should also have this for the map as well.
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
- uberknight72
- Posts: 68
- Joined: Mon Jul 25, 2011 10:35 am
RE: Master Wishlist Thread
While I have seen ALOT of what I would like to see in this game already here is just one thing I would like to see added, and that is for independent races to only choose a race that is not already chosen just for the sake of realism, or just make independent races choose from a list of cheaply made races that you can't play as or make a main race other than the 20 already in game. I just hate playing as a race that I imagine has JUST discovered faster than light travel then we would run into an independant version of OUR race during exploration, that is just awkward. Its also just as bad when I find an independant race of another main race in a galaxy that I imagine everyone has just discovered FTL travel or has never left thier home system until recently