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Things I want to see in Rebirth
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kaluce





Joined: 19 Apr 2012
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PostPosted: Mon, 30. Apr 12, 19:04    Post subject: Reply with quote Print

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
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PostPosted: Mon, 30. Apr 12, 22:06    Post subject: Reply with quote Print

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)


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FlightJunkie





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PostPosted: Sun, 6. May 12, 11:07    Post subject: Reply with quote Print

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.


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blackfang





Joined: 12 Dec 2011



PostPosted: Sun, 6. May 12, 12:01    Post subject: Reply with quote Print

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 Rolling Eyes

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ZSedlacek





Joined: 05 Apr 2012

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PostPosted: Sun, 6. May 12, 14:13    Post subject: Reply with quote Print

Quote:
possibility for ai's to crash at a slightly higher rate.


You want more collisions than in x3? huh?


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FlightJunkie





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PostPosted: Sun, 6. May 12, 15:54    Post subject: Reply with quote Print

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.


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Kofa





Joined: 12 Mar 2006
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PostPosted: Sun, 6. May 12, 16:30    Post subject: Reply with quote Print

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



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Joined: 11 Feb 2010
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PostPosted: Sun, 6. May 12, 18:21    Post subject: Reply with quote Print

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.


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A5PECT





Joined: 03 Sep 2006
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PostPosted: Sun, 6. May 12, 18:27    Post subject: Reply with quote Print

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.


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Aragosnat



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PostPosted: Sun, 6. May 12, 19:12    Post subject: Reply with quote Print

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.


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Max1045





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PostPosted: Mon, 7. May 12, 06:57    Post subject: Reply with quote Print

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.


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dphantom





Joined: 16 Dec 2005
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PostPosted: Mon, 7. May 12, 18:12    Post subject: Reply with quote Print

I think that has been confirmed, and ship damage to, check the upper right image
http://www.egosoft.com/games/x_rebirth/screenshots/x_rebirth_screen_020.jpg

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blackfang





Joined: 12 Dec 2011



PostPosted: Sun, 13. May 12, 21:26    Post subject: Reply with quote Print

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 Twisted Evil

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Flaming Blastclaw





Joined: 27 May 2010

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PostPosted: Sun, 13. May 12, 23:56    Post subject: Reply with quote Print


    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



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ZaphodBeeblebrox





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PostPosted: Mon, 14. May 12, 12:08    Post subject: Reply with quote Print

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


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