Master Wishlist Thread

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geosch
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RE: Master Wishlist Thread

Post by geosch »

Fleet Managment:

While looking at the fleet screen;
- Pop-ups of the ships details, specifically design would be great
- the ability to drag/drop ships from one fleet to another
- The ability to combine/delete fleets

Please do something about the re-fueling of fleets. Perhaps filling all ships equally with fuel rather than one at a time. It is extremely frustrating, and unrealistic, to be holding up a whole fleet for the refueling of one ship.
geosch
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RE: Master Wishlist Thread

Post by geosch »

Base Automatic Retrofitting:

I would like the ability to set automatic retrofitting on (or at least have the suggestion appear) for just bases, not both starships and bases. I don't like to tie up my fleets for retrofitting, but the defensive bases and star ports should be updated on a regular basis.

This could even be extended to (gas) mining bases. Why can't retrofitting be included as a low priority on the list for constructors to do while in AUTO mode?
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galenhammond
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RE: Master Wishlist Thread

Post by galenhammond »

ORIGINAL: geosch

Base Automatic Retrofitting:

I would like the ability to set automatic retrofitting on (or at least have the suggestion appear) for just bases, not both starships and bases. I don't like to tie up my fleets for retrofitting, but the defensive bases and star ports should be updated on a regular basis.

This could even be extended to (gas) mining bases. Why can't retrofitting be included as a low priority on the list for constructors to do while in AUTO mode?

I really like this idea.........I tend to put defensive weapons on my private mining bases and would love to have a better option thant "scrap immediately" and then figure out how to rebuild the station. [:o]
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nukkxx5058
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RE: Master Wishlist Thread

Post by nukkxx5058 »

Empire comparison screen: I posted this in the main forum and the idea is supported by many so I have been asked to post here. The original thread is here: tm.asp?m=2986423&mpage=1�

The idea is the following:
It's a pity that the way the ranking is displayed doesn't keep track of evolution of empires. It would be much better to have a chart displaying the time on the "x" axis and the ranking on the "y" axis. This would allow to keep a track of each empire evolution across the time and to see who's declining, who's improving... Maybe in a next patch ?

Something like this: (for example for "population" but of course it should be for all indicators) >>>

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RooksBailey
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RE: Master Wishlist Thread

Post by RooksBailey »

ORIGINAL: nukkxx

Empire comparison screen: I posted this in the main forum and the idea is supported by many so I have been asked to post here. The original thread is here: tm.asp?m=2986423&mpage=1�

The idea is the following:
It's a pity that the way the ranking is displayed doesn't keep track of evolution of empires. It would be much better to have a chart displaying the time on the "x" axis and the ranking on the "y" axis. This would allow to keep a track of each empire evolution across the time and to see who's declining, who's improving... Maybe in a next patch ?

Something like this: (for example for "population" but of course it should be for all indicators) >>>

Image

+1 This is a good idea. Most 4X games uses this type of graph and I would like to see it come to DW, too.
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J HG T
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RE: Master Wishlist Thread

Post by J HG T »

^+1 on that.

Couple late game tech ideas I though:
Note: These may have come up in the past.

1. Battlestations. Limited to one per empire. Pretty much similar to WDs. Very late game, "Tier 8" tech.
1.b Alternatively, hab-ships. Giant ships capable of sustaining population and generally act as mobile planets. Similar to General Systems Vehicles and Medium systems vehicles in Culture universe.   

2. Warp Gates. Maybe limited to one pair per empire, or no limits and just make them extremely expensive to maintain. Simply connect two points of galaxy for near instant travel. Useful on big maps.
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Vasiliy
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RE: Master Wishlist Thread

Post by Vasiliy »

I'd like to receive a message when fleet completed a mission.
Tophat1815
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RE: Master Wishlist Thread

Post by Tophat1815 »

ORIGINAL: Supronar

Maybe there's room in the future for a new facility, like an academy, that could raise the odds you get better traits on your leaders.




Indeed,an academy that would allow a positive modifier so leaders might start with less negative penalties or at 0%.

Also the academy would allow a better chance at multiple skills that a character would start with.

Excellent idea I was thinking along these lines myself.
Tophat1815
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RE: Master Wishlist Thread

Post by Tophat1815 »

Looking at this further I would envision implementation along these lines:

1) Put various academies in the tech tree as able to be researched. Naval academy,Military academy,Diplomatic academy and of course the Spy academy.

2) Allow construction of a station with academy modules that a player can build after accomplishing the proper research.

The main goal is not to give large starting bonuses to characters but to limit how poorly their stats start but far more importantly increase the number of skills a player starts with.
Mozo
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RE: Master Wishlist Thread

Post by Mozo »

Suggestion: I would really like a slider in the game setup that allows for different overall pop. growth rates (by percentage I guess). I've played four games now and by the time the game is over, my colonies that I started still don't get to be much of a factor for revenue, etc. (except for their resources).

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J HG T
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RE: Master Wishlist Thread

Post by J HG T »

An indicator about how much fuel selected ships/fleet needs if ordered to refuel. Would be helpful in searching for right refuelling spot, especially when fuel situation in an empire happens to be not so good.
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geosch
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RE: Master Wishlist Thread

Post by geosch »

Construction Yard Screen:

In addition to having the buttons "Move Up" and "Move Down", also have the buttons "Move to Top" and "Move to Bottom".

And alllow more than 1 ship to be selected for the move.
Heliot
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RE: Master Wishlist Thread

Post by Heliot »

I would like it if you could make it so that I can give new ship orders In the fleet information screen and the ships would then be automatically integrated in the fleet. And something like build lost ships of fleet X automatically.

And could you put in a automation for planetary construktions, like the ion cannons or bunkers etc. When I have enough money the AI can build all of them on all my planets would be fine with me[:D]

Oh and an controlled autotaxation like planets over 1000k population get 20% rest 5% would be cool.

Thanks great game[&o]
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feelotraveller
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RE: Master Wishlist Thread

Post by feelotraveller »

+1 for 'move to top', 'move to bottom' [:)]
colberki
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RE: Master Wishlist Thread

Post by colberki »

Has anyone asked for crew experience, fleet formation and firing arcs yet?
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jezwhywhy
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RE: Master Wishlist Thread

Post by jezwhywhy »

im sure its been asked before but i feel compelled to say; set expansion limits on civilian ships  ie dont expand past selected radius or ly or set celestial object(s). 


---;@
noego
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RE: Master Wishlist Thread

Post by noego »

One idea is some sort of fleet formations. Right now I'm trying to conquer a homeworld with a fleet of 50 destroyers. They warp in a circle around it and of course get creamed. However, if they could be made to attack from one side, fire concentration would definitely let me break them.
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nukkxx5058
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RE: Master Wishlist Thread

Post by nukkxx5058 »

Another two wishes here:

1-Possibility to start from scratch with a blank sheet ie. just a colony, no ships, no mining stations, noting.
2-Possibility to start in a pre-warp world (tech warp to be developed). Exploration would be limited to own system until warp is developed.

PS: These topics already are discussed here:
tm.asp?m=2991917
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Gelatinous Cube
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RE: Master Wishlist Thread

Post by Gelatinous Cube »

That would be pretty cool, having to build up your own system from nothing, feverishly trying to solve the problem of Interstellar travel.
colonyan
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RE: Master Wishlist Thread

Post by colonyan »

Too much space creature alarms
Instead of alraming player each time a ship encounter a space creature, instead of making alarm,
leave a mark on the map which tells the player the type and number of space creature observed there.

Space Creature Colony
Some system could be housing a nest of space creature.
Some colony could even have some kind of central mind and do actions against sentient empires/entities.
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