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X3: Albion Prelude - Suggestions Thread
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harkov





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PostPosted: Mon, 16. Apr 12, 09:55    Post subject: Reply with quote Print

Random military strike groups taking out production facilities (jump in, destroy shipyard, jump out).

I don't understand why the military doesn't use jump drives, they use them to defend stations. I understand that having the war confined to a couple of sectors is a way to keep it from disrupting economy players. To stop militaries from rampaging an entire sector you could give them a specific objective: Destroy shipyard x or weapons factory y. Believable objectives during a war. They should pretty much leave the civilian targets (and the player) alone unless provoked or maybe if the player supplies the enemy military with weapons. Then those specific player complexes might become a target.

of course the AI should rebuild the fallen factories quickly which is also in their best interest with the war in mind.

also:
layton99 wrote:
Support for multiple cores!

I'm not exactly an expert on this but would it be possible to use one core for OOS and another for IS or is core and task scheduling decided by the OS?

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PostPosted: Mon, 16. Apr 12, 10:29    Post subject: Reply with quote Print

harkov wrote:
layton99 wrote:
Support for multiple cores!

I'm not exactly an expert on this but would it be possible to use one core for OOS and another for IS or is core and task scheduling decided by the OS?

No, it wouldn't. Nor is the whole discussion of multi-core support even a remotely sensible suggestion for X3AP. As has been explained before, the core game engine simply isn't designed for it because at the time the foundations for it were laid, multi-core CPUs for desktop PCs were little more than a twinkle in an engineers eye. Obviously for a new game engine it's a no-brainer, but X3AP isn't going to get a complete new game engine!

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Lazerius



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PostPosted: Mon, 16. Apr 12, 11:08    Post subject: Reply with quote Print

I skimmed the 1st page, but didn't read through the rest. Sorry if I share the same ideas as others have mentioned.

So here's my ideas:

- Give us a trade plotline so that our ships won't be attacked in warzone sectors as long as we're friendly with both sides (seeing as 2.0 hit and still this "bug" hasn't been fixed, it sounds good to me).

- New ways to build ATF Rep. Missions would be nice. I tried boarding an M1 Odin (I believe it was) tonight. By the time I finished the boarding op, I went from like 96% earth access, to 88% AGI Task Force Nemesis. The only way to Build/Repair their rep is through obnoxious amounts of trading. Luckily I have it set up to work auto for me now (still vanilla), but I mean....really???

- More REAL Plot. 1st Plot defined the future (x:rebirth) pretty poorly, imo. In the end, it told, more or less, what we have already seen in the the previews/descriptions/screen shots of X:rebirth. The Boron addition didn't add anything to it, other than the Hub to AP (Which was needed, so thanks for that and the HQ, but um....plot?). IMO, what the original plot showed is that Egosoft hasn't finalized the plot for Rebirth, so they went very very shallow in story for AP so that no future designed lore would be screwed up (sorry to point out flaws in AP as goes against original post, but I'm on a rant now, so there we have it) and AP was just released to add some quick capital to the Rebirth project. Back to the point, MORE PLOT! More lore, and most importantly, more INFO IN GAME of why earth Toris blew up to begin with! What lead up to it! I shouldn't have to read Forum/Fan lore to get that info.

- If ya wanna throw in a sector for 1 final Kha'ak hoorah, I wouldn't be opposed. Make it so they don't leave the sector (so as not to disrupt any of the Rebirth flow), all ships can be capped/boarded, and some really nifty (non-reproducible), awesome, (kryon shooting) behemoth awaits us for bringing a massive fleet to be able to finally beat this plot line. Add in a massive amount of high yield 'Roids for winning it, and the player gets awarded with it as their sector. Could do it with Xenon if ya want, maybe a push to the Core sector (but we can already do that w/o a plot Wink ). I could add more to this idea if you're interested ES Wink As the history has been so vague, you could even finish it off with the Kha'ah were using all that nividium to build a ginormous Death Star (In X3 style, of course).......(I'm brainstorming, lol).

- a bug fix to where my Atmospheric lifters stop crashing into the spinning trading stations and (wasn't watching this 1) somehow crashing into the SPP on its way to the Trading dock in Antigone Memorial. Pretty well all ships having better situational awareness of how far their ship actually sticks out would be nice (Again, sorry to point out bugs, but I would like this addressed in upcoming AP patch).


And a few small things:

When you accidentally eject more than 1 satellite in the same spot (for example, accidentally ejecting all), keep them in a crate for you to pick back up. I hadn't saved in a while, and had to pick up 72 satellites earlier b/c I was trying to drop 1, and had a laggy moment, and with the UI Lag, I accidentally shifted my cursor to the choice above, eject all. Razz

- Fix OOS Warzone attacks from friendly factions in WZ (yes, mentioned above, and yes, war is hell, but my ship's pilots have their papers to cross the border, so stop forcing 'war is hell' on me) Razz

-How about for those of us who are collectors, an in game list of all ships in the game, compiled, and either either adjusts itself (as a ship is added to a wing-like list, and removes it as destroyed, and same with RE'd ships, OR just a complete list of all (currently active in your universe) types of ships that we could print out to a log and handle the rest on our own. I'm a collector, what can I say Very Happy

- To add to that last point, make AT LEAST 1 of every ship always available SOMEWHERE in your game (if it's not already). Some of those rare, hard to get ships, as well as ships we're looking for but havn't yet acquired...it would be nice to have a symbol or something we could toggle on/off to tell us that we havn't yet acquired the blueprints (This is just wishful thinking.....I really wouldn't expect this 1).

- Make it so that ALL ships can be RE'd in the HQ, HOWEVER, certain ships (Prototype) you can only have one at a time. IMO, I'd love to have a carrier of different Prototype ships I could use in combat. However, I'd never do this because if I took it into combat and a prototype was destroyed, well, than that's it. It's gone forever. Make prototypes the Alpha class of that Ship, and only one can ever exist in player hands. And if somehow a player does control more than 1 of a prototype, obiously it means none can be built by HQ til they all die.


Give me an hour and I could come up with 100 more, but it's after 4 am, so I think I'll go crash instead, haha. Laughing



EDIT: Holy crap that's long. Sorry. Laughing

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KRM398





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PostPosted: Mon, 16. Apr 12, 12:56    Post subject: Reply with quote Print

And the funny thing is: AP is out has been for a while...and the 2.0 is out and thats about it for AP..The next big thing will be Rebirth, and its already done, I'm sure, so this place just gives us someplace to dream, as none of this is going to come out unless its already been done...lol. Just injecting a little reality here, it needs done sometimes. Twisted Evil

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Kong





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PostPosted: Mon, 16. Apr 12, 12:59    Post subject: Reply with quote Print

Where to start? What is the point to wish for improvements that never came because: impossible to do for Egosoft.

What really disappointed me was the lack of good war missions. No sneaking behind enemy lines in order to destroy shipyards, interrupt supply lines etc. I know, supply lines do not exist in the X-Universe for real, which is a shame for a trading game - it is not a space combat game - imo. Still, plot design is very unimaginative. The end of the Argon plot...I did not even realize it was over, no climax no nothing. Egosoft storytelling has known better days. Very sad.

What is very pleasing: combat is more fun now, thx to the tougher hulls. X3AP is almost a space combat game. Almost.

I am really looking forward to Rebirth.

Edit: why is it impossible to create combat result table charts as in Spacemaster Roleplaying game or in tabletop wargames? For OOS combat? Just a thought


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Libelnon





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PostPosted: Mon, 30. Apr 12, 21:32    Post subject: Reply with quote Print

I'd like to see secondary resources actually become useful, rather than a 'product sink'. As it is, things like Cloth Rimes or Quantum Tubes are only good for trading, since your own stations don't use them. Perhaps allow them to give a bonus to station productivity?

Also, make missile factories actually require warheads!

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Max1045





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PostPosted: Tue, 1. May 12, 01:21    Post subject: Reply with quote Print

It's alive!!! Laughing
I thought this thread was dead for sure, I'm elated to see it back. I actually would rather it stay the same as far as not requiring warheads, but that's just for the matter of simplicity. However, secondary resources for faster production would be very cool.

KRM398: I disagree. I would like to think that Egosoft will give us at least one last major update, there are a lot of issues that need addressed. From what I've observed, they're fairly diligent.

One thing I would LOVE to see is the addition of other "players". I don't mean multiplayer, I mean NPCs that act the same way you do. They start at the bottom, can accept missions, buy ships, trade, build stations.... etc. And, of course, what happened to them would be random. For example: there's thing 1 and thing 2. Thing 1 is the same sector as you, flying a discoverer. He crashes into an asteroid. So much for thing 1. Thing two is in Ringo Moon, trading. He buys another trader. And then another. And then a station. And then fighters. Corvettes. And he decides he wants your market, and attacks your stations. Suddenly, you have an unpredictable and adaptive rival. Or potential ally.

Just an idea. Thoughts?


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Jumee





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PostPosted: Tue, 1. May 12, 01:23    Post subject: Reply with quote Print

Max1045 wrote:
Thing two is in Ringo Moon, trading. He buys another trader. And then another. And then a station. And then fighters. Corvettes. And he decides he wants your market, and attacks your stations.


sounds a lot like Phanon Corp from S&M section of the forum Wink

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Max1045





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PostPosted: Tue, 1. May 12, 01:30    Post subject: Reply with quote Print

Jumee wrote:
Max1045 wrote:
Thing two is in Ringo Moon, trading. He buys another trader. And then another. And then a station. And then fighters. Corvettes. And he decides he wants your market, and attacks your stations.


sounds a lot like Phanon Corp from S&M section of the forum Wink


Shocked
That's awesome. I never saw that. Thanks Smile


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KRM398





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PostPosted: Tue, 1. May 12, 12:43    Post subject: Reply with quote Print

Actually, NPCS that are forced to start right along with us as new 'players' might help add some immersion to the game. To see or even hear him give us a call when we fly by his first station, as he brags about it, or get missions for station protection from a person with a name that we know, or he could call and ask us to help if hes in trouble (or she),that would add a good bit to the game. Make it seem 'alive' more rather than us being alone and even station managers we deal with all the time dont recognize us after a while? Thats another spot that immersion could be helped so you see there are lots of little ways to aid the game and make it more fun.

Immersion = replayability...so making the game more immersive would make it easier to play for longer periods of time. Add things like politics that have a more serious approach, maybe you kill a few friendly's, your faction drops so low that the military claims your station, or destroys it. Everything needs a 'action reaction' going. Faction might help you get ships now but I've never seen a civilization attack the players bases, but then it IS single player and I avoid negative factions with anyone in my game. Empire builders might have a bad thought about this but then they are spoiled by being able to do what they like. Add Monopoly rules..only so many station in a civilizations area, to keep you from monopolizing their economy, and tada, you have a more realistic economy and game with serious strategy needed to make your empire work. Twisted Evil

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Max1045





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PostPosted: Thu, 3. May 12, 07:35    Post subject: Reply with quote Print

KRM398 wrote:
Actually, NPCS that are forced to start right along with us as new 'players' might help add some immersion to the game. To see or even hear him give us a call when we fly by his first station, as he brags about it, or get missions for station protection from a person with a name that we know, or he could call and ask us to help if hes in trouble (or she),that would add a good bit to the game. Make it seem 'alive' more rather than us being alone and even station managers we deal with all the time dont recognize us after a while? Thats another spot that immersion could be helped so you see there are lots of little ways to aid the game and make it more fun.

Immersion = replayability...so making the game more immersive would make it easier to play for longer periods of time. Add things like politics that have a more serious approach, maybe you kill a few friendly's, your faction drops so low that the military claims your station, or destroys it. Everything needs a 'action reaction' going. Faction might help you get ships now but I've never seen a civilization attack the players bases, but then it IS single player and I avoid negative factions with anyone in my game. Empire builders might have a bad thought about this but then they are spoiled by being able to do what they like. Add Monopoly rules..only so many station in a civilizations area, to keep you from monopolizing their economy, and tada, you have a more realistic economy and game with serious strategy needed to make your empire work. Twisted Evil


Exactly! As the game is, advancing is really only done for the sake of doing. Of course, it's already really fun building up a massive empire and conquering Xenon sectors. I love it how it is, but being able to fight with multiple people competing the same way you do would be awesome. What would be even cooler is if they fought with each other as well.

Another cool thing would be a plot that would, at the end, give you the technology to build gates. Not between already connected sectors, but the ability to link a gate to a new sector. It would be like when you jump into unknown space, but you can go back. Maybe there's a Xenon group there you have to eliminate. Maybe it's full of Nividium. But seriously, how cool would it be to be able to expand the known universe?


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KextV8



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PostPosted: Thu, 3. May 12, 09:30    Post subject: Reply with quote Print

Allow M8 to use Boarding Pods, and carry 8 marines like an M6. Would make early/mid game boarding more fun, and make M8's more worth using.

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KRM398





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PostPosted: Thu, 3. May 12, 12:46    Post subject: Reply with quote Print

Kext....its been asked here a dozen times to eliminate the M7M since thats what the boarding pods were originally made for. That would mean they could be used elsewhere. I suggest that boarding pods are allowed to be used on all ship M6 and higher...an M6 would carry 1, mostly for attacks on other M6 and M7..every ship bigger would get more, according to their size. That would help with the boarding thing, and the frigate we use for boarding now could get a makeover and become something else, maybe a frigate class light carrier.

The bombers are decent ships and I love some of their very original designs, but they lack 2 things: first electrical power for defense us for turrets, some people dont know that bombers have very little,as little as 30 kw of power, but are allowed to carry weapons that eat that up in 3-4 shots, making them nearly worthless, the weapons themselves...eye candy. But add 100 kw of power, much less than many smaller ships and M6's and they can fire better making them a bigger threat, and then add an assortment of missiles, as an example: Terran bomber would carry poltergeist missiles, Saber missiles (I hope thats right I know its an S thing lol) and then its own bomber missiles. Why waste a bomber missile firing at an M5..cant hit it, and they are expensive, if your not lucky enough to salvage a bunch. Rolling Eyes

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kelmenwong





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PostPosted: Thu, 3. May 12, 12:51    Post subject: Reply with quote Print

i like to see the war aspect toward star wars alike

1. tone down missle, or cannot spam missle, or powerful missles are limited in number.
star wars space battle are quite close-encountered oriented

2. change/revamp the boarding. allow teleport marines onto enemy ship, but need to hack/decrypt/bybass somekind of enemy-teleportation system in the target.
drop the hull cutting. if really want to stick to hull cutting, make it like a boarding ship can attach to target, can cut the hull from the ship, not by marines.

frankly, cutting through hull by marines in those space-age era.... omg.

3. there are some aspect/play-style in one of the online mmo space game, forgot its name.
you can order your ship to "orbit" at a target at certain distance and use certain weapon to attack it.
common, alot of this navigation, the computer/ai should already can perform.

4. introduce something like the star wars interdictor, that stop/prevent ships performing jump with certain range within it.

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KRM398





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PostPosted: Thu, 3. May 12, 14:18    Post subject: Reply with quote Print

Most of what you mentioned including orbiting and interdiction is on EVE.

But I agree that in an era of teleportation, cutting through the hull to get on board would be a waste of time, maybe the shields are adjusted to stop beaming in, then they have to be down before you can board, that would solve the problem and make it seem that the military isn't ignoring the obvious. If they were forced to cut through the hull, then they'd use explosives, and it would be over in a second.

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