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kaluce
Joined: 19 Apr 2012 Posts: 27 on topic

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Posted: Mon, 30. Apr 12, 19:04 Post subject: |
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I would love a Steam based mod workshop so we have a central location (See The Elder Scrolls: Skyrim for an example of the mod database), so that way it can download the newest mods automatically when subscribed. Some way of determining if it's a cheating mod, or if it's a legit mod might be nice, I'd like some extra ships or maybe an extra race or something without having the *modified* tag on my saves.
@Bobucles, an Iowa class battleship on earth firing all it's guns in one direction WILL push the ship without damaging it. it'd make sense that it would do it in space too if there were more physical guns. I do agree with some slow fire Anti-capital weapons though.
create an R&D lab station for HQs. In essence the ability to retrofit weapons on an already reverse engineered craft. For example, a Kha'ak craft in X3AP can only equip Kha'ak weapons. If you have an HQ and the R&D station and you can reverse engineer the craft, why not be able to R&D some weapons or tuning for it too. Make it for example "Modified Kha'ak Corvette" and limit what you can shoehorn in there. give it only a limited amount of mod slots (5 max), like extra speed, larger cargo, different weapons, more shields, etc. but make them substantial enough to be worth the effort.
Ugh. Please add a repair ship or SOME way to repair something quicker than getting out and lasering it in a space suit. I spend more time out of my corvette class ships than I do in them. The other day I was able to eat breakfast while I was repairing my Kha'ak. The Boron Octopus S would be a good fit. The Boron invented the Ion Disruptor, so they might create something like that too. Rename it to "wrasses" (it's a type of cleaner fish) tear off all it's offensive capability, give it a hefty price tag ($350k?), slow it down to a crawl, give it the ability to mount two repair lasers, and make each repair laser $35k creds. It's enough that it will be a costly investment for a newbie, but face it, if we really want to repair something, we'll just get out of the ship and repair it like we always have. Repairs are a drop in the bucket when you have enough cash.
Also, invest in extra QC on AI. In system AI seems to handle like a a drunk is piloting your ship, and a LOT of the damage on my ships is because I have some less than sober super freighter pilot dent the paint on my fancy Centaur. I don't even care if the game is delayed so that these bugs can be ironed out.
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FlightJunkie

Joined: 13 Aug 2011 Posts: 94 on topic Location: Citadel station

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Posted: Mon, 30. Apr 12, 22:06 Post subject: |
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if you have seen an artillery fire you could see the entire ground shaken and dust fly around. its only reasonable for such a gun to have recoil and cause vibrations. besides its way cooler than what currently exists in the X universe.
but lets just see this in practice
http://www.youtube.com/watch?v=wCXqcBpURZE&feature=related
but lets not forget that I don't say that there should be no smaller and faster fire rate anti-ship weapons, BUT still they would by no way be like the firefly pew pew guns we have now. They must be useful in shorter ranges, and projectiles must be fast and feel strong(with reload and recharge times after certain number of shots)
_________________ this is not a xenon-> its a Borg |
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FlightJunkie

Joined: 13 Aug 2011 Posts: 94 on topic Location: Citadel station

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Posted: Sun, 6. May 12, 11:07 Post subject: |
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since this thread seems to lack some traffic, i shall post my next entry of my wish list.
CAPITAL SHIP RELATED part 2
-Physics.
I was pleased when I heard that big cap ships got a gravity well on them, but have heard no more than that.
When you see a capship move, its only natural to expect it to be slow. In X games caps accelerate slowly, but achieve maximum turning speed instantly. That make them look like they turn around themselves. It looks dreadful. When turning, a capship must start very slowly until it reaches max turning speed. It should look like its moving on an arc and NOT AROUND IT SELF. It should also tilt a little(not realistic, I know, but adds a nice effect). Also its imperative that we get the ability to ram other ships and stations and having an effect on their trajectory depending on the size, speed and weight of your ship and the target. Also, can I have engine wash, thank you.
_________________ this is not a xenon-> its a Borg |
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blackfang
Joined: 12 Dec 2011
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Posted: Sun, 6. May 12, 12:01 Post subject: |
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AI lvls and possibility for ai's to crash at a slightly higher rate. for your and enemy ships. Think about it, having lower end pilots and gunners for a fighter. Your fighters can be lower end in their ability to see and react, meaning they can crash making giant explosions that damages the enemy, or your ship for that matter.
Think about a massive dogfight between two sides where the first few moments of it includes some crashes, whenever you see massive aerial battles or space battles with a lot of fighters you can always spot the one or two that crashes with the enemy fighters because they love to add the little extra 
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ZSedlacek
Joined: 05 Apr 2012
Location: Australia
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Posted: Sun, 6. May 12, 14:13 Post subject: |
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| Quote: |
| possibility for ai's to crash at a slightly higher rate. |
You want more collisions than in x3? huh?
_________________ "Knowledge speaks, but wisdom listens." - Jimi Hendrix. No, really. |
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FlightJunkie

Joined: 13 Aug 2011 Posts: 94 on topic Location: Citadel station

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Posted: Sun, 6. May 12, 15:54 Post subject: |
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| ZSedlacek wrote: |
| Quote: |
| possibility for ai's to crash at a slightly higher rate. |
You want more collisions than in x3? huh? |
i think what he wants to say is for the AI to make mistakes, but why not crash on purpose. when a pilot or a captain is in a desperate position there should be a chance that he will ram his ship on an enemy.
_________________ this is not a xenon-> its a Borg |
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Kofa
Joined: 12 Mar 2006 Posts: 26 on topic Location: Norway

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Posted: Sun, 6. May 12, 16:30 Post subject: |
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It has been mentioned earlier in the thread, but what always bothered me with the X series is how artificial the universe always felt. Sure we had the odd cleaning services or spacefly protector, but what I really miss is some coms chatter, Freelancer style. It would make the universe feel much, much more alive.
I really hope they add something other than just traffic and random useless civilian ships flying aimlessly around the universe.
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Aragosnat

Joined: 11 Feb 2010 Posts: 776 on topic

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Posted: Sun, 6. May 12, 18:21 Post subject: |
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Yeah. Civilians that actually do something would be nice. Or less of them and more shuttle services. As at least the passanger shuttles act like they are doing something at least.
_________________ Chain Maille Armor
Profitzz
May this spacefly bother you.
TC: 32+ Squidie (Steam DiD) deaths and counting since around June 18, 2012. |
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A5PECT

Joined: 03 Sep 2006 Posts: 3512 on topic Location: NJ, USA

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Posted: Sun, 6. May 12, 18:27 Post subject: |
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| Aragosnat wrote: |
| Yeah. Civilians that actually do something would be nice. Or less of them and more shuttle services. As at least the passanger shuttles act like they are doing something at least. |
Passenger shuttles already did that in X3. They would fly between stations carrying passengers around. What more do you want them to do?
I'm looking for making the other civilian ship types do things, like maintenance vessels flying to damaged stations and repairing them.
_________________ "If we hit that bullseye, the rest of the dominoes will fall like a house of cards. Checkmate." |
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Aragosnat

Joined: 11 Feb 2010 Posts: 776 on topic

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Posted: Sun, 6. May 12, 19:12 Post subject: |
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| KloHunt3r wrote: |
| Aragosnat wrote: |
| Yeah. Civilians that actually do something would be nice. Or less of them and more shuttle services. As at least the passanger shuttles act like they are doing something at least. |
Passenger shuttles already did that in X3. They would fly between stations carrying passengers around. What more do you want them to do?
I'm looking for making the other civilian ship types do things, like maintenance vessels flying to damaged stations and repairing them. |
Outside of being decent target practice for m5's, pirates, xenon and cod pieces. Would be nice seeing them moving around e-cells an such and actually fighting back, not all the time thou, a bit since it is supposed to be a hostile universe.
_________________ Chain Maille Armor
Profitzz
May this spacefly bother you.
TC: 32+ Squidie (Steam DiD) deaths and counting since around June 18, 2012. |
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Max1045

Joined: 03 Sep 2011 Posts: 140 on topic Location: Oregon, USA

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Posted: Mon, 7. May 12, 06:57 Post subject: |
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I didn't look through the thread, so I don't know if this has been posted prior. One thing I would LOVE to see in rebirth is visible shield impacts. A perfect example of what I mean is in Nexus: The Jupiter Incident. An effect like that would make space battles truly epic.
_________________ Something you'd like to see in Albion Prelude?
Have an idea you want to discuss?
Post it in my suggestion thread: http://forum.egosoft.com/viewtopic.php?t=318542&start=30 |
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dphantom

Joined: 16 Dec 2005 Posts: 110 on topic Location: Lisbon, Portugal

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blackfang
Joined: 12 Dec 2011
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Posted: Sun, 13. May 12, 21:26 Post subject: |
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| FlightJunkie wrote: |
i think what he wants to say is for the AI to make mistakes, but why not crash on purpose. when a pilot or a captain is in a desperate position there should be a chance that he will ram his ship on an enemy. |
Yes, mistakes and possible a possibility for a captain in a desperate position sound great 
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Flaming Blastclaw
Joined: 27 May 2010
Location: UK
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Posted: Sun, 13. May 12, 23:56 Post subject: |
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Dynamic ship destruction.
Realistic sci-fi elements
Relativistic motion
Direct X 11.1 support.
Directcompute code paths to decode game data in realtime.
Full support for the latest Ivybridge instruction set.
Hyperthreading optimization
_________________ "It is better to be thought as a fool than to speak and remove all doubt".
Abraham Lincoln |
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ZaphodBeeblebrox

Joined: 10 Apr 2006 Posts: 764 on topic Location: UK

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Posted: Mon, 14. May 12, 12:08 Post subject: |
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New boarding mechanism
1) Marines have their own piloted vessel. This vessel is single use only. Affixes itself to the outer hull in a limpet like fashion. Has a special drilling mechanism to penetrate hull.
2) Marines have a new skill piloting.
3) Multiple vessels can be launched at target, with various decoys and other distractions to allow better chances of getting marines to target.
4) The shields only need to be kept down until marine vessels have landed and properly attached.
5) Penetration can then begin. No need to keep shields down at this point.
6) Larger vessels require more marines to be successful
_________________ Nostalgia is not what it used to be |
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