Bernd wrote:Artean wrote:And, lastly, I wish for more exploration in 'outer space' - abandoned pirate bases, ship wrecks, nebula and such!
May I ask how much you played The Teladi Outpost?
Cause that was the main priority of this DLC. What do you miss in TTO in particular (in the regard of exploration in a dangerous nebulas etc.)
-Bernd
The Teladi Outpost is a perfect "prototype" how the rest of the X universe should look like imho (the one without any highways).
Removing the highways made this sector really "big" and "dangerous" because you couldn't just jump into the next highway and boost far away when getting in contact with Xenons.
Also the fact that you had to discover every zone first (instead of just flying along the highways) made it even bigger and more dangerous and the exploration part was really fun.
Finding new stations after a long search or following another ship to do so gave me personally a big feeling of happiness and success.
Another cool thing is the "active environment" in this sector, speaking of hull-eating nebulas. Made it even more unique, dangerous, interesting and neat looking.
Notevery system needs something like this but some variety with this active environment in some sectors would make for some interesting gameplay.
I only wished every sector in the XR universe would have been like this one.
Things I would like to see:
1.)
Superhighway entrances/exits and gates to be more centered in the middle of a sector somewhere. I would expect an economy to revolve around such spots for obvious reasons and not develop only in one direction.
Giving the advantage that you can explore a system upon entering it in every direction.
Not saying that all gates and all super highways should be located (always) in one spot.
2.) More interesting stuff to explore or some spots of interest. TO had two interesting stations (besides missing gameplay and interaction with those stations (the pirate station was like every other station, nothing special)).
In XR there is not much happening between zones, there are no fights, no pirate raids. The only thing happening is some randomly spawned capitals placed into zones.
Giving pirates their own "economy" like gameplay and making them grow by raiding first some ships travelling outside of zones and when they have the firepower raiding whole zones would make for a very interesting pirate-gameplay.
3.) Capitals with their boosters and especially the cheap-to-use jumpdrives kind of destroyed the whole system a bit by replacing the non-existend (and also in other sectors "existend") highways.