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Stryc9

Joined: 26 Mar 2006 Posts: 135 on topic

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Posted: Sat, 7. May 11, 21:32 Post subject: |
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What about some sort of banking system where you could take out a loan to purchase stuff like ships and weapons to get a quicker start with a percent interest that accumulates over the life of the loan.
You have X amount of in-game time to pay off the loan and if you don't pay it back the lender puts out a hit on you, assuming that if you are killed the bank seizes all of your property and assets to get as much of their money back as they can.
_________________ Overspecialize and you breed in weakness, it's slow death. -Major Motoko Kusanagi |
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Amon-ra
Joined: 05 May 2008
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Posted: Sun, 8. May 11, 05:51 Post subject: |
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Or outfit your ship with Kill switches so if you past the time alloted without coughing up the credits, your ships disabled and sends out a beacon 
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Stryc9

Joined: 26 Mar 2006 Posts: 135 on topic

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Posted: Sun, 8. May 11, 20:19 Post subject: |
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I suppose you could do that but I've noticed that punishment for failure in the X Universe tends to be swift and brutal. Simply repossessing your ship wouldn't be enough punishment for your failure to repay a loan.
_________________ Overspecialize and you breed in weakness, it's slow death. -Major Motoko Kusanagi |
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StarSword


Joined: 31 Dec 2010 Posts: 2689 on topic Location: Pittsboro, NC; Bridge of USCSS Voyager

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Posted: Sun, 8. May 11, 20:23 Post subject: |
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Regarding switching from vanilla saves to modded saves and back without needing multiple installations? Use the X3TC plugin and savegame managers.
_________________
TC unless otherwise specified. | Find me on Steam! | My X3TC Links | X and X Rebirth @ TVTropes |
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mr.WHO
Joined: 12 Oct 2006 Posts: 1677 on topic Location: Wroclaw - Poland

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Posted: Sun, 8. May 11, 20:41 Post subject: |
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| Stryc9 wrote: |
| I suppose you could do that but I've noticed that punishment for failure in the X Universe tends to be swift and brutal. Simply repossessing your ship wouldn't be enough punishment for your failure to repay a loan. |
Unless the ship is worth enough to pay the debt 
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The-Last-Communist
Joined: 21 Feb 2010
Location: right behind you !
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Posted: Sun, 8. May 11, 21:14 Post subject: |
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I just whant a hard game
with no ``i win button``
with no generic missions , or they change theme to be based one what is happening in the univers
a good A.I in combat
good trading A.I
a chalenging game remember ``think`` havent done a lot of that in vanila tc
and nice looking race heads
dark story
ego-soft FOR THE WIN!
_________________ Splits , for the better things in life... |
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biohazard15
Joined: 01 May 2007 Posts: 14 on topic

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Posted: Sun, 8. May 11, 21:16 Post subject: |
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I want:
1) Optimized engine. No, really. Please, Egosoft. Pretty please.
2) Ability to target specific points on ships (capitals, at least), like in X-Wing series. E.g. you can destroy shields, turrets, engines etc. This will add a LOT of fun and strategic planning to boarding.
3) Ability to link forward-firing turrets with main guns.
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you_rebel_scum

Joined: 06 Jul 2010 Posts: 656 on topic

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Posted: Sun, 8. May 11, 21:25 Post subject: |
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I'm getting everything I could possibly want from Rebirth and the EGOSOFT team, a new X game 
_________________ Die-Hard...Suicidal Squid DiD
I was born free, but now I'm expensive! |
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Amon-ra
Joined: 05 May 2008
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Posted: Sun, 8. May 11, 23:23 Post subject: |
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Oh But the ship could be disabled while your in the middle of fire fight, your right on your approach to an asteroid 
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Tragos
Joined: 07 Feb 2005 Posts: 454 on topic Location: Banania

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Posted: Mon, 9. May 11, 01:53 Post subject: |
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much more simple UI , far less keys , more interesting combat , far faster ships
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frankzappa
Joined: 10 Feb 2011
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Posted: Mon, 9. May 11, 02:05 Post subject: |
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Your posts are getting me excited. Even if they only do a bit of what people want, this game is going to be reeeally good.
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Shockie

Joined: 16 Oct 2008 Posts: 5 on topic

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Posted: Mon, 9. May 11, 02:50 Post subject: |
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What I'd want:
Well not much, I've enjoyed the previous X games a lot and think they've done most things right. I just wished the combat had more "umph" to it! Loved the way FS2 did combat and the way ships handled.
And then I would just like graphical tweaks and such. Maybe shield effects and impact effects on ships. Better damage effects. Making traveling through gates more seamless and "realistic" instead of "go through, black screen for a couple of seconds, come out on the other end".
Oh, any I'd want there to be anomalies and stuff introduced, maybe have a black hole here are there.
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TRAT513
Joined: 07 Feb 2010 Posts: 24 on topic Location: Western Australia

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Posted: Mon, 9. May 11, 14:52 Post subject: |
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Well not to be 'forceful and demanding' but it would be nice to have:
- More varieties of Ships
- For there still to be a Sol System and a Terran Race
- More varieties of wares for each race
- A L-O-N-G campaign (Something longer than like 8 missions like last time.)
- More little Mini games; Like the Spy Drone thing in X3:R
- Cockpits
- More realistic AI
- Race wars in actual game without modding
- Sectors to have better defences rather than just 1 Destroyer and 1 Carrier. Something like a Core Sector should have like 6 Destroyers and 4 Carriers. And make more catergories rather than just Border and Core.
- Crew Members
And with the Multiplayer, you guys want to much, I'd be happy if there was something just like a death matches as a Multiplayer and each time you rank up you get more shields, weapons, ships etc. It doesn't have to have a dynamic economy in the Multiplayer. Sure it would be nice, but that would be quite a lot to ask.
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Lbano
Joined: 26 Oct 2010 Posts: 69 on topic

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Posted: Mon, 9. May 11, 17:28 Post subject: |
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Interaction with planets would be great. Not an entire planet just a smaller area on the surface. A limited area with a spaceport, a few factories maybe.
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bobxii
Joined: 09 Feb 2009 Posts: 172 on topic Location: Texas (now you understand!)

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Posted: Mon, 9. May 11, 19:27 Post subject: AI's and such |
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I think a lot of these suggestions tend to ignore the gigantic technical challenge that they represent, so I'll make a few points in this area to hopefully steer conversation toward realistic desires.
(Please note that I am using the terms AI and script interchangeably, because they are one and the same)
The AI in X is not stupid. It is simply not up to the gigantic task presented to it by making multiple ships behave intelligently in a fully realized 3D environment. Hell, most humans can't pilot one ship in 3d, let alone dozens or hundreds.
--------------- Solution:
- Create a hierarchal, objective-based intelligence/scripting in order to accomplish goals. The most beneficial places this can be implemented are in capital ships with lots of turrets, and in fleet engagements.
----For capital turrets: when the player (or the AI) gives a capital ship a command that involves turrets, the script will subdivide and delegate responsibilities to individual subsystems that have optimized scripts for accomplishing those tasks.
For example: when given the command "attack all enemies", the AI gets a list of the ships in its area of interest (definable), categorizes that list into threat groups based upon current range and firepower (fighters = close, low power, "gnats", while an m7 or m2 would be = edge of firing range, high power, "high priority"), and distributes turret instructions (and maybe even redistributes weapon loadout) in order to meet the assigned goals of A) killing off immediate threats, and B) killing off lower-priority threats. For a great implementation of this, consult the MARS turret scripts (Gazz, you are simply amazing).
----Fleet Engagements: Instead of the current method of simply sending everything out to attack and resulting in a fleet spread out based upon ship maximum speeds (Xenon incursions from a gate are a great example of this problem), the AI should be grouped under a commanding AI that can implement higher-order logic to increase its effectiveness. Examples:
1) Keep the fleet in close proximity to one another, meaning leash fighters to larger vessels and larger vessels to the flagship. This increases its deadliness by virtue of combined arms (a modern military concept).
2) Acquire and kill targets in order of threat. Again, to increase the deadliness of the fleet by not allowing its members to die unnecessarily.
3) Delegate tasks to the fleet members most able to accomplish them. For example, we use light scout-class fighters to chase down missiles aimed at our high-value targets.
- Use this hierarchal system everywhere to minimize physical CPU cycles. Because the group is assigned to a single script for the majority of its existence, we can implement higher-order logic function calls that are only for use in a small number of script instances (the ones controlling fleets), while saving tons of CPU time because the actual instances running on the ships aren't doing anything but waiting for commands from the higher-up. See how this works? We're dumbing down the ships slightly in order to beef up the fleet's overall intelligence.
- Allow the scripts functions that can control ships' physical orientation and firing behavior. Basically, allow the script to behave "intelligently" by doing things like instructing capitals to "stand their ground" and let their turrets do the work, and adjusting ship positioning to maximize firepower in a particular direction (instead of 5 Boreas' trying to put their noses onto a Discoverer, or shooting through each other at a target).
- Automate moving ships (and their controlling script instances) from one commanding script (fleet) to another script (fleet), so that two fleets can exchange members to increase their survival likelihood. Example:
1) Two fleets are in sector Alpha, which is under attack by an array of enemies who like to use lots of missiles (aka the Player ). Friendly Fleet A has more than enough fighters and capitals equipped with anti-missile weaponry to be safely operational in this environment, while Friendly fleet B just returned from a sector takeover and has no fighters left, with all anti-capital weapons. Because of this imbalance, Fleet B's command script realizes that it is poorly equipped for this environment, looks around for friendly assets to protect itself, finds them in Fleet B, requests support from Fleet B's anti-missile assets, and receives it. The relevant assets are reassigned to Fleet B (and their script instances are probably restarted in the Fleet B hierarchy due to scope issues).
- For the pathfinding problem: Instead of making every ship find its way around the collision meshes of stations and ships in a system, implement this in a hierarchal system:
1) For avoiding stations, have the script be executed by the station, instructing the ship's autopillock with (ostensibly pre-loaded) avoidance pathing. This way, the ships don't have to constantly call the station-avoid functions over and over. You could take this even further by implementing a sector script that handles all avoidance routines in the sector, and functions to minimize the need for station-based subroutines by herding ships into trade lanes.
2) For in-fleet avoidance, implement procedures into the fleet handler to quickly arrive at a stable, pre-computed flight configuration - currently, ships (fighters especially) often will end up oscillating between positions as they are kicked out by others following the same orders, which is non-desirable emergent behavior predicated upon having two non-communicating scripts.
3) For avoidance in battle: X3's fighters are basically worthless against capital ships because they inevitably collide with the ships' shields and die. If we used a fleet controller instead, we could create an instance of a fighter attack script, which has routines that can calculate an appropriate strafing run that all of the relevant fighters follow to avoid being eaten by shields.
In summary, we can greatly enhance the behavior of both enemy and player fleets by creating scripts that control the entire group and concentrating AI development there.
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