GCU Grey Area wrote:Graaf wrote:Well, at least in X3 distance is a factor. In Rebirth you can buy and sell without even having your ship at the station.
Completely incorrect.
Although in XR trade deals can be initiated remotely, freighters still have to physically travel to stations to collect & deliver wares. The distance between the stations at each end of a trade run in XR is a critical factor in determining how profitable the trade run is. Unlike X3, freighters in XR have to travel through each & every gate along the route when engaging in long distance trade. Needs careful consideration to determine whether a single high margin long distance trade will make more profit than multiple lower margin short distance trades.
Takes several times longer to do a trade run between, say, Omicron Lyrae & Home of Light, than to trade between adjacent sectors in one of those systems, whereas in X3 all that matters is the distance between the destination station & the nearest gate. Doesn't matter where the ship's coming from, next sector or the other side of the universe, if you use a jumpdrive the flight time will be identical.
But in X3 you first have to get a ship at the destination before you can buy or sell. And between the gate and the station you still have to compete with competition already in the system.
All you do in Rebirth is pick up and deliver. Distance is only relevant in the time it takes to get there and start the next one. No chance someone makes that profitable trade before you do. That has already been done. If there is any distance involved it is by choice.
spankahontis wrote:There is no distance factor in X3, once you've explored everywhere, you can fly from Argon Prime to Getsu Funei on a full tank of energy cells?
Makes having so many sectors pointless.
As a trader I don't see a reason to go all the way to Getsu Fune. There are better places to buy and sell far closer to Argon Prime.
The only reason Getsu Fune will get any attention is when there is a direct connection through the Xenon Hub. And given the trade possibilities between AP and GF, I see no reason to hurry then.
Honved wrote:Thank you for ignoring the reasons I stated as to WHY letting the AI use jumpdrives is a problem.
As I said, the jumpdrive allows a single combined fleet to defend or attack any place in the known universe on a moment's notice. The only way one can defend against that is to create a similar monster fleet, and jump in to defend wherever they jump to attack. That creates one enorma-battle that decides the fate of the galaxy in the first couple of hours of the game. Any other course of action really makes no sense, since NOT concentrating your fleet will guarantee that you lose every battle against any flee that DOES concentrate.
Not really.
I usually don't have a Universe Conquering Fleet in the first couple of hours of any game.
But once we do, this will happen:
- If I go first, the other ships will wait with jumping in until the gate is cleared before the next one comes in, etc, etc. So you will have to get clear of the gate, the enemy fleet will have to get clear of the gate and you have to be lucky no random neutral party is trying to get through the gate.
- If I go last, I have to watch my ships fight OOS, and when I do get there, collision detection will kick in and scatter
all ships to a safe distance from each-other. Not really helpful if there are also asteroids in the system.
And that is the scenario with jumping in with a Jumpdrive. Try to do that with a fleet going from Argon Prime to The Wall with conventional travel. They'll never get through the gate unless you get OOS.