Poll

Which DLC would you like to see next?

Feature/Unit - Modular Command Stations
21 (27.6%)
Feature - Select all military w/ less than 66/33 % damage
2 (2.6%)
Feature - Construction Templates
5 (6.6%)
Feature - Resource gifting
13 (17.1%)
Feature - Teleporting/Docking MRS tugs
11 (14.5%)
Feature - Dual monitor support
8 (10.5%)
Control Node - Single-planet auto-build engineer/rebuilder
8 (10.5%)
Hotkey - K - pauses construction queues
5 (6.6%)
Lobby Option - Set starting AIP, Knowledge, and Resources
3 (3.9%)

Total Members Voted: 0

Voting closed: March 29, 2010, 06:20:14 am

Author Topic: Community DLC Suggestion Poll: Week of 3/21/10  (Read 1575 times)

Offline HellishFiend

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Community DLC Suggestion Poll: Week of 3/21/10
« on: March 22, 2010, 06:20:14 am »
Community DLC voting for the week is now underway!

The nominations that receive high amounts of votes will receive higher consideration to be DLC in the near future. If a particular piece of content is likely to be out-of-scope for the near future, it will be kept on a list of content we would like to see in the next expansion (Q4 '10). Please note that we may not know whether or not a suggestion will need to be shelved until after the voting.  Also bear in mind that this is Chris/x4000's game and inclusion of any content is ultimately his decision!

The voting will last one week. The next nomination topic will begin on the 28th.

Thanks for your participation!


Modular Command Stations - http://arcengames.com/forums/index.php/topic,4268.0.html    (XRsyst)
Select all military w/ less than 66/33 % damage - http://arcengames.com/forums/index.php/topic,4277.0.html (vonduus)
Construction Templates - http://arcengames.com/forums/index.php/topic,4032.0.html (Black)
K pauses construction queues - http://arcengames.com/forums/index.php/topic,4296.0.html (Voodoomancer)
Ability to gift resources to players - http://arcengames.com/forums/index.php/topic,3899.0.html (Draxis)
Set starting AIP, Knowledge, and Resources -  http://arcengames.com/forums/index.php/topic,4351.0.html (kjara)
Teleporting/Docking MRS tugs -  http://arcengames.com/forums/index.php/topic,4020.msg28149.html#msg28149 (Velox)
Dual monitor support - http://arcengames.com/forums/index.php/topic,275.0.html (RCIX)
Control Node: Single-planet auto-build engineer/rebuilder - http://arcengames.com/forums/index.php/topic,3329.0.html (HellishFiend)
Time to roll out another ball of death.

Offline MaxAstro

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Re: Community DLC Suggestion Poll: Week of 3/21/10
« Reply #1 on: March 22, 2010, 11:43:24 am »
Modular command stations sounds like an interesting level of strategy and is a logical application of modules; I'll vote that.

The main thing I want, though, is construction templates.  Every game I place generally the same turret balls, the same control nodes, etc. and having templates would massively speed that up.

Offline keith.lamothe

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Re: Community DLC Suggestion Poll: Week of 3/21/10
« Reply #2 on: March 22, 2010, 12:02:13 pm »
Yea, I'm really interested in the construction template idea.  It will require some more basic UI work to do what I'm thinking, but that's the sort of thing I'd like to jump on after the official so we have time to work the kinks out.
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Offline Egahn

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Re: Community DLC Suggestion Poll: Week of 3/21/10
« Reply #3 on: March 22, 2010, 01:34:37 pm »
I voted for modular command stations and single-planet auto-engineer and auto-rebuilder... of the options on the list, the single planet auto-rebuilders would make the biggest difference in reducing my micromanagement load.  It will make maintenance of defensive chokepoints easier, since I don't have to remember to check back into my chokepoint every so often to see if the engineers and rebuilders are below a minimum threshold from attrition while they are rebuilding minefields  :-\

I like the construction template idea though... my third vote would go for that, if I had one.  Would it potentially allow templating of large minefields (i.e. over a thousand units in one template)?  I often end up placing individual mines to get them packed tighter around the warp gates, would be nice if I could drop a template instead.

Offline RCIX

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Re: Community DLC Suggestion Poll: Week of 3/21/10
« Reply #4 on: March 22, 2010, 10:55:07 pm »
Gogo dual monitors!
Avid League player and apparently back from the dead!

If we weren't going for your money, you wouldn't have gotten as much value for it!

Oh, wait... *causation loop detonates*

Offline Draxis

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Re: Community DLC Suggestion Poll: Week of 3/21/10
« Reply #5 on: March 23, 2010, 09:14:06 am »
K pauses construction queues, gets me every damned time!

Ability to gift resources to players, we need to build those tech IV beam cannons and super fortresses faster! :D

Crossing my fingers for Modular Command Stations too

Offline MaxAstro

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Re: Community DLC Suggestion Poll: Week of 3/21/10
« Reply #6 on: March 23, 2010, 03:55:14 pm »
A note on gifting resources to players: in the game I am in currently, my teammate and I discovered a very simple way to manage this - of a sort, anyway.  Simply have your engineers assist-built whatever it is of your partners that you need made faster or that they don't have the resources for.  My partner was easily able to "gift" me the 100K metal and crystal I needed for a Tech II Leech starship just by having a fleet of his engineers assist my starship constructor while it was in progress.

There are actually a lot of subtle ways for partners to back each other up like this that we've been having to learn (we started nowhere close to adjacent to each other thanks to hidden galaxy map); remember that things like Science Labs and power plants can be gifted, and the "power plant interference" mechanic only applies to power plants owned by the same player - so each player can have a Mark II plant on each planet with no interference, if they can afford the resource consumption.  Also remember that Mobile Builders can build things in your ally's planets.

As far as actually gifting resources from player to player, I would be tempted to make it strategic instead of automatic.  Something along the lines of Red Alert 2's implementation: Have there be a "Cargo Truck" unit that costs 5000 or 10000 of one resource to build but builds really fast, and give a script of "on death, give 5000/10000 of that resource to the player who owns the current system".  That way there is the potential to lose resources you are trying to trade if the AI takes them out.

Sorry for sidetracking the thread, just didn't know where else to put this.  :)

Offline keith.lamothe

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Re: Community DLC Suggestion Poll: Week of 3/21/10
« Reply #7 on: March 29, 2010, 06:28:54 am »
Ok, looks modular command stations, resource gifting, and teleporting mrs tugs (well, teleport out, fly back, iirc) won this time around.  Chris may think differently, but I think the first is a great idea, the second is doable (though it wouldn't have much priority except for having done so well here), and the third is a potentially good solution in the pending mrs overhaul (will post more thoughts in that thread).

Thanks, everyone :)
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