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Will there be a sane autosave?
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alr





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PostPosted: Tue, 6. Mar 12, 10:15    Post subject: Reply with quote Print

yep, current system seems fine for me. Autosaves in fast pace games is a must, but for a game like this, once you have the credits, go buy 1000 salvage insurance and if you dont dock, remember to save (as with any game) before doing anything remotely out of the ordinary.

Though i can see peoples point of view, an autosave feature OPTION would be nice, and would make everyone happy. 30 mins or so and i may use it. But itd **** with SETA if u enabled it Wink

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mrscribbler



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PostPosted: Tue, 6. Mar 12, 10:50    Post subject: Reply with quote Print

alr wrote:
But itd **** with SETA if u enabled it Wink


No SETA in XR.

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alr





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PostPosted: Tue, 6. Mar 12, 10:53    Post subject: Reply with quote Print

mm. Damn. Ah well. Hopefully (damn well better be) They have some decent cruise engines (ala freelancer)

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mrscribbler



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PostPosted: Tue, 6. Mar 12, 10:59    Post subject: Reply with quote Print

It was the whole point behind the highway system. Read the stickies at the top of the board.

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Sir Warwick





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PostPosted: Tue, 6. Mar 12, 12:09    Post subject: Reply with quote Print

Maybe it will only be Dead is Dead as the 'balance' to drones etc...

So no saves that you can go back to - just a save of your last point of play.

(I know horrible thought if your player ship is a bit delicate Wink)

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Jumee





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PostPosted: Tue, 6. Mar 12, 13:20    Post subject: Reply with quote Print

Sir Warwick wrote:
Maybe it will only be Dead is Dead as the 'balance' to drones etc...

So no saves that you can go back to - just a save of your last point of play.

(I know horrible thought if your player ship is a bit delicate Wink)


+1 or at least have 1 save slot only Wink Very Happy

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Xenon333





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PostPosted: Tue, 6. Mar 12, 18:31    Post subject: Reply with quote Print

Personally I'd like bounce this idea off the devs.

How about a save that goes back 15 mins so those times when you're flying around for ages and don't dock if you die you can go back 15 minutes. This could be constantly being over written and so when you die you could chose this or one of the other standard saves such as station docking or manual saves as previous X games have.

I don't know if it's possible but I would imagine that quite a few people have been caught out by this "been flying for ages and not saved" problem.

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ThommoHawk



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PostPosted: Wed, 7. Mar 12, 03:41    Post subject: Reply with quote Print

Xenon333 wrote:
...snipped...I would imagine that quite a few people have been caught out by this "been flying for ages and not saved" problem.


yes, and most would have learned from that so not to repeat it, though admittedly even old hands still forget time to time - I was breaking up nividium asteroids for rock collecting just the other day and this activity always seems to hypnotise me and I loose complete track of time so when I got too close while firing at a larger ateroid, when it broke up my ship ended up being enclosed by one of the bigger chunks, and it was destroyed before I could jump out.... only to realise an hour or more was lost. Upsetting? yep. Autosaving in the game? I would never use it myself, but ok, as an OPTION only would be fine..


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Aragosnat



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PostPosted: Sat, 10. Mar 12, 18:52    Post subject: Reply with quote Print

No autosaves very annoying feature except when docking. But, even then it is a pain in the rump expecially if you are listening or trying to find out what to do in a plot mission. As sometimes the sound goes out while it saves and does not come back while you are fighting for your life and don't have time to read the subtitles. Quick saves and quick loads woul be nice even if they used salvage insurance.


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EternalSpace





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PostPosted: Sun, 11. Mar 12, 12:09    Post subject: Reply with quote Print

Add unlimited slots. I have 100 saves on Skyrim lol. And add a Profile system so I can switch between my Vanilla save/other starts. And one with Mods/Scripts in it.

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selbie





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PostPosted: Sun, 11. Mar 12, 13:23    Post subject: Reply with quote Print

I dont see a problem with autosaves. They have always been separate to the manual saves because of the very reason people have pointed out where important saves could be overwritten.
Autosaves are temporary save slot/s. They would save the game every time you dock or jump to another system. The best games I've seen employ three separate autosaves.
Autosaves should not be based on time intervals because it should be up to the player to remember to dock and save in a new slot or overwrite an old one.
And for the love of the galaxy, please provide unlimited save slots. We aren't in the 90's anymore Mad

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Texhnolyzed





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PostPosted: Sun, 11. Mar 12, 14:12    Post subject: Reply with quote Print

I would prefer if the "old" save system would stay. That only allows free saving with a special item and autosaves upon docking at a station.

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NUKLEAR-SLUG



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PostPosted: Sun, 11. Mar 12, 18:21    Post subject: Reply with quote Print

Aragosnat wrote:
Quick saves and quick loads woul be nice even if they used salvage insurance.


You already can do that. That's what the Salvage Insurance does.. Smile

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santaranger



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PostPosted: Mon, 12. Mar 12, 12:04    Post subject: Reply with quote Print

The X3 save system does have it's flaws. I would very much like to see improvements to it in X:R.

Save game slots: X3:TC only has 10 save game slots and they have to be shared by all games.
Solution:In my opinion, every single player game should have a built-in profile system under which, among other things, save games are being grouped. The player should be prompted to create a new profile each time he starts a new game. This is what some people are doing with the help of external tools now, so it should definitely be considered.
The save game limit of 10 is obviously not plausible anymore, and save game naming should go without saying.

Auto save in stations: Pretty decent mechanic, but very annoying if you dock a lot. I have it disabled because I dock a lot for missions. It also lets you down when you're not docking for a long period but still rely on the auto save mechanism from force of habit.
Solution: Auto save in stations no earlier than 15min/30min after the last auto save. Also trigger auto save in other non-critical situations, such as turning in a mission or building a station.

Salvage Insurance: Interesting at first, this item loses it's relevance very early in the game, because it is so cheap and there is basically no limit on how many you can carry. Both these facts also make abusing it very attractive.
E.g., I've been abusing it not only to make sure my boarding operations succeed without losing marines, I even reloaded the save game shortly before the ship turns green over and over until I got the best training results for their fighting skills (+9 instead of +5)
Solution: Make saving in space much more expensive. A percentage of the player's total wealth would be very good in my opinion, since it would reflect the nature of an insurance. Limit the amount that can be carried at a time like the old days.

Saving/Loading convenience: In X3:TC, you have to choose your save slot manually every time. There is no quicksave/quickload option (quickload being more important). Upon death, the player is forced to the main menu screen (additional loading screen).
Solution: These problems are really self-explanatory and I'm quite sure the developers will fix them in X:R. It was the forced main menu after death in conjunction with the missing quickload function that particularly annoyed the hell out of me.

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ThommoHawk



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PostPosted: Mon, 12. Mar 12, 13:18    Post subject: Reply with quote Print

santaranger wrote:


... Salvage Insurance: Interesting at first, this item loses it's relevance very early in the game, because it is so cheap and there is basically no limit on how many you can carry. Both these facts also make abusing it very attractive.
E.g., I've been abusing it not only to make sure my boarding operations succeed without losing marines, I even reloaded the save game shortly before the ship turns green over and over until I got the best training results for their fighting skills (+9 instead of +5)
Solution: Make saving in space much more expensive. A percentage of the player's total wealth would be very good in my opinion, since it would reflect the nature of an insurance. Limit the amount that can be carried at a time like the old days....



I'm not too keen on that part of your solution. Having an unlimited method for saving in space is ESSENTIAL for certain game activities in X universe ... ie: Complex Hub building/ station building and placement. I have an Ultra Complex Hub in XTC which has almose 1,000 stations attached to it. The asteroid mines were hauled up to be 80 km above the galactic plane, and it was build down from there. Even though I was only saving after placing 10 stations at a time it took me ages to do. Now - imagine having to go back to an insurance station and buy some more insurance, and then travelling back up to where you are building (edit: Well, you dont have to to build I know edit end). I have also used that method to board so as not to lose marines. The point is I don't consider it to be abuse of the save system at all. It is available for players to form their own method/preferance on how to play their game. If other players choose to lose some of their marines then I respect their playing method, but would get a bit peeved at having the choice taken away from me. It is a legitimate way to play if you are willing to waste time doing all those reloads, and at the end it should be about choice imo.


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