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Boringnick
Joined: 20 Mar 2008 Posts: 133 on topic

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Posted: Tue, 28. Feb 12, 14:43 Post subject: How about an RTS component? |
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Given how X3 plays late-game (controlling large fleets and factories).. why not go full way and add an rts-like interface for that, instead of the current hacky way controlling your units through tons of menus.
So you're controlling your ships and bases through an interface that looks like Sins of a Solar Empire and by pressing a button you get zoomed into a traditional cockpit of your ship again.
Building complexes would be far easier too.
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DarkKlown77
Joined: 28 Dec 2010 Posts: 149 on topic

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Posted: Wed, 29. Feb 12, 21:51 Post subject: |
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Oh for the love of god NO RTS in X Rebirth, PLEASE. I enjoy the flight sim aspect, I do NOT wanna see X:R dumbed down for the general masses.
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Mightysword
Joined: 10 Mar 2004 Posts: 1933 on topic

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Posted: Wed, 29. Feb 12, 22:10 Post subject: |
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| DarkKlown77 wrote: |
| I do NOT wanna see X:R dumbed down for the general masses. |
Consider how RTS in general are one of the more unpopular gerne (aside from Starcraft), espeically Space RTS has nothing but a very cliche and often complex side I don't understand the reason for such a comment (on both counts dumped down and general masses).
You don't like RTS and prefer Sim that's ok, but don't go out of your way and bend thing like that. In general there have actually been repeated call to have something like Homeworld's RTS interface on this forum over the clunky command menu system.
And theoritically if it does have an interface like HW, that would add another layer of complexity instead of "dumbing" down. 
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DarkKlown77
Joined: 28 Dec 2010 Posts: 149 on topic

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Posted: Wed, 29. Feb 12, 22:18 Post subject: |
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Let's not get it twisted man, I LOVE RTS, I have bought many of them through the years. I just absolutely LOVE the X series as it has been, I'm excited about all the upcoming changes as well, even the one main ship, with control of drones, excellent idea.
I guess my comments stem from many other game publishers making an excellent game, then dumbing the sequel down just to make sales. One major example of this is Supreme Commander, and the very dumbed down Supreme Commander 2.
My apologies for any misunderstanding.
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Rice

Joined: 29 Apr 2010 Posts: 116 on topic Location: Nördliche grenze der Niederlanden, wo die neider Landen :)

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Posted: Wed, 29. Feb 12, 22:59 Post subject: |
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if it would be like in Supreme Commander 2 i will agree with your anxiety for RTS elements in X ^^
a light mix of it like, to select the 40 ships easy with "capture window"* and just setup one command for it, that they will be in the Wing Gold is a nice feature. which i first remember in RTS games where it just was "STRG+Number"
or some other kinds of managements "improvements" that would the control just make more intentional...for the actually standarts without to loose it superior charm .
Sure "t->c->7->3->5->enter"** is a really fast shortcut in the meaning of fastness ... if you make it that often that this handcode is gone in blood over... with nearly 10 years of possible game experience it would be possilbe
* i miss the right word actually ^^'
**not checked in the actual game so just a random pattern of possible menu order 
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Sceptus

Joined: 18 Jul 2007 Posts: 55 on topic Location: United States

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Posted: Wed, 29. Feb 12, 23:45 Post subject: |
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While I wouldn't want X Rebirth to be an RTS or have any RTS elements, I most certainly think that the game should adopt similar control schemes.
For example, currently in X3 we have to place a factory in a sector by fumbling around this 2D map using arrow keys to adjust the placement of your factories. There is absolutely no excuse for not having a point-and-click placement mechanic in a 3D map overlay.
Similarly, setting up patrols between specific points is unnecessarily complicated by this. If I were a space ship admiral commanding a fleet, I would be commanding my captains to move to certain formations and locations based on visual-physical inputs, not specifying (x,y,z) coordinates for each one of several hundred (or even thousand) space ships.
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Bobucles
Joined: 25 Dec 2009 Posts: 1561 on topic

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Posted: Thu, 1. Mar 12, 03:52 Post subject: |
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The game's interface will certainly play a large role in how it plays out.
There are many actions that should be streamlined. Fleet combat is very fast and the player won't have time to drag through menus. A fast combat interface will thus be very important.
The more economic parts of the game are very complex, and much slower by comparison. A more in depth interface can be used.
_________________ Weapon Rebalance Mod 2.1(For TC:AP!)
M6 Overhaul 2.2 |
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Spero
Joined: 19 May 2003 Posts: 1268 on topic

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Posted: Thu, 1. Mar 12, 08:37 Post subject: |
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| DarkKlown77 wrote: |
| Oh for the love of god NO RTS in X Rebirth, PLEASE. I enjoy the flight sim aspect, I do NOT wanna see X:R dumbed down for the general masses. |
With all due respect, this is a stupid opinion.
RTS interface would allow for fleet tactics that are impossible with the current one. Unless you think gratuitous amounts of menus somehow make a game complex.
A simple box drag and right click order from sector map would be more than enough.
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BigBANGtheory
Joined: 23 Oct 2005 Posts: 637 on topic

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Posted: Thu, 1. Mar 12, 12:29 Post subject: |
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| Spero wrote: |
| DarkKlown77 wrote: |
| Oh for the love of god NO RTS in X Rebirth, PLEASE. I enjoy the flight sim aspect, I do NOT wanna see X:R dumbed down for the general masses. |
With all due respect, this is a stupid opinion.
RTS interface would allow for fleet tactics that are impossible with the current one. Unless you think gratuitous amounts of menus somehow make a game complex.
A simple box drag and right click order from sector map would be more than enough. |
I think they misunderstood the OP, the key here being RTS component not RTS game.
No true player of the X Universe would suggest turning it into an RTS game, likewise anyone that has built and used a fleet of units in combat knows all too well the limitations of X3.
If Bernd wasn't including this area in his 'complex is good, complicated is bad' point then I'll eat my Rebirth manual!
My concern at this point is that they are having problems with doing it and end up working around the problem i.e. removing the gameplay scenario where you would want an RTS component/tool to perform certain tasks and fall back on more AI control or simply not allowing you to own a reasonable fleet of ships/drones. I say that simply because we haven't seen it yet which to my mind means they aren't confident in even discussing it let alone showing it.
More than any other area of Rebirth this is IMHO the No.1 hot topic that will mark its success and popularity not the flight model, not the economy options, not the graphics, not the space lanes, not the sandbox, not the plot.
I'll give Rebirth a shot no matter what transpires because I trust Egosoft to make a good game out of the lessons learnt from X3 and because somethings were right where the others were described as limitations which in theory should be looked at this time round.
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Spero
Joined: 19 May 2003 Posts: 1268 on topic

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Posted: Thu, 1. Mar 12, 13:59 Post subject: |
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I don't understand how you can brand RTS inferfaces under "complex is good, complicated is bad".
An RTS interface for fleet management would simplify things, not complicate them. Orders could be given out in a handful of clicks on the sector map.
I'm not suggesting to turn X into an RTS, just the fleet management aspect has always been tiresome and 1-dimensional. At the very least this would ease the need for menus.
I don't think anyone wants to rely on AI. It would be nice if you could, but the potential for frustration is too great.
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Rabiator der II.
Joined: 14 Nov 2011
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Posted: Thu, 1. Mar 12, 15:13 Post subject: |
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| Sceptus wrote: |
| While I wouldn't want X Rebirth to be an RTS or have any RTS elements, I most certainly think that the game should adopt similar control schemes. |
I agree about the control schemes, and I'd like to point out that the existing X games already drift towards being a RTS in the late game. You can fly one destroyer yourself, but using whole fleets makes it more like a RTS.
This said, I really like the variety in X3TC. It is like a space sim, an economy sim and a RTS all in one game. Only that it sucks at being a RTS in its current form
So by all means, Egosoft should keep the space sim aspect. But the RTS aspect could really use a better user interface. Which is really what the OP wrote about.
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BigBANGtheory
Joined: 23 Oct 2005 Posts: 637 on topic

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Posted: Thu, 1. Mar 12, 15:46 Post subject: |
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| Spero wrote: |
I don't understand how you can brand RTS inferfaces under "complex is good, complicated is bad".
An RTS interface for fleet management would simplify things, not complicate them. Orders could be given out in a handful of clicks on the sector map.
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I agree. The brand comes from performing complex moves in an complicated way is not a good thing i.e. missuse of the X3 property menu & lack of options/control in the X3 Sector map. A better RTS interface for certain actions of fleet management is an uncomplicated way of doing certain tasks and therefore a good thing. This is exactly the type of thing Bernd was pointing out though he's avoided specifics to date.
I say certain tasks because an RTS interface clearly isn't suitable for everything it needs to be something that is accessed when needed. Personally I think it should a pricey/challenging upgrade (or part of one) for your ship unless they are planning to let you have many drones from the start.
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shadowrunner85
Joined: 09 Nov 2010 Posts: 134 on topic Location: Norway

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Posted: Sun, 4. Mar 12, 15:49 Post subject: |
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I would actually like to see to things improved. an strategic aspect, were you control and manage your fleets and bases thorough the space. And a tactical aspect were you can micromanage what happens in the fleet fight your inn.
So, i want interface to be simple to do the rough commands, like move my ships to this position. and then slightly more complex when it comes to tactical decisions, like ships or module target calling. what i would like to see is that you can choose how much you would micromanage, if you just command your fleet in a rough way, the ai fills inn the blanks them self.
of course, this is all late game, I dont think (hope) we'll get a fleet to play with at the beginning of the game. but I would like to see the end game interesting as well.
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Decimatarius
Joined: 15 Jan 2006 Posts: 61 on topic

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Posted: Sun, 4. Mar 12, 19:23 Post subject: |
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| DarkKlown77 wrote: |
| Oh for the love of god NO RTS in X Rebirth, PLEASE. I enjoy the flight sim aspect, I do NOT wanna see X:R dumbed down for the general masses. |
Well someone obviously thinks they are gods gift and the whole notion of "dumbing" the game down is rather annoying having seen it a few too many times, Egosoft have the right to expand their market and not have to cater to the people who refuse to embrace new ways of doing things. The whole idea of the changes they are putting in place are to bring more depth to immersify the player and also to make the game faster to give commands and this is pretty much as close as they can get to the reality of giving orders (by voice) without adding voice recognition software.
But all in all as a fan of almost any game genre i think its a great idea to make selecting ships to give orders to faster. Because if you think about it, if the player has to give each ship the same command seperately the AI can just sit there and pick off each ship in turn particularly if they are faster ships. Im not asking for some kind of RTS mini game (tho i think it would be nice to have that notion of happening if you were to look at the universe map and see whos attacking who and feel like theres some stratergy involved in fleet movements rather than patrol a meets patrol b place your bets now kinda thing)
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Sir Warwick
Joined: 07 Feb 2004 Posts: 310 on topic Location: Reading, UK

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Posted: Mon, 5. Mar 12, 01:15 Post subject: |
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+1 - homeworld style fleet control and 3d tactical view please!
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