EDIT: Closing a quote bracket... EDIT 2: twice.
Night Nord wrote:
There was no big difference ever, then. In X3 build mission were like "Hire/bring a BIG transport, buy a BIG package and bring it here". Now you have to find the required blueprints, bring materials + plus I think game may generate a bunch of other difficulties along the path of construction - pirate attack, some malfunction or missing ship...
If there are build missions, then they will be very different from trade missions - trade missions are now "select ship to execute and that's all". Build missions may actually fill the gap of player-engaging and interactive missions.
Speaking of not knowing the specifics, I'd like to see you cite a source on that sort of thing... Besides, I hope they don't really go that route of scripting pirate attacks on every trade mission. The covert ops thing gets really old, really fast because of that "surprise" that happens EVERY time.
Anyway, build missions were different from trade missions in X3; trade missions required a different specific kind of ship to be done properly, and involve a lot more effort when you have to hire a TL. (And pretty much every mission is basically just "have this ship to complete properly", I'd like to see you run passengers in a TL or do patrols or asteroid scans in a TS. The Engine Component Delivery mission is basically a sign that says "you must have a Springblossom or overtuned Hyperion, with a turbo booster AND jumpdrive to ride this attraction", since they basically require you to go 15 km in 4 mins in a ship with XL cargo.)
Beyond that, the most major difference in build missions, and the largest reason why I bee-line to them, is that they actually build a new station that eats up more resources, that needs a supplier for that resource, that can be ME, so I make more profitssss. (OK, maybe that part might be the same, either way, provided NPC build missions don't create self-sufficient stations.)
Night Nord wrote:
The thing is, "pre-defined build spots" and "even in the middle of nowhere" give off mutually-exclusive implications.
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We don't know specifics. Pre-defined spot means only one thing - there are enough space between two, so stations built on both won't collide ever and there will be plenty space for ships to move around.
Funny how you can say that you don't know the specifics in one sentence, and then in the very next sentence, go on to say that you know that it can only mean only and exactly one thing... which you know... specifically.
Night Nord wrote:I honestly think it would be enough to have build-spots to be placed everywhere in reasonable-reachable areas (for instance - there is no sense in placing build-spot in-middle of super-highway - there is no way someone may reach it in less then few hours wasted). But if we have point-to-point jumpdrive that may "reach" any area in solar system, then reasonable-reachable are all areas. Thus - spots all around the solar system.
I don't see any reason expect anything else.
How about because there are gaps between zones in the game that aren't actually saved?
That way, they give the impression of having larger amounts of space, but don't actually fill that space up with anything... it's just big, open, empty space.
Because... you know... that's what space is like?
The thing is, they can't actually model all that much space all at once if you fill it up with stuff like stations or resources, so, much like the UFJD sectors, they have to remove them from the game the instant you stop looking at it.
Every single sector (or zone, now,) you add and fill with stations selling goods and flood with traders moving those goods around multiplies the complexity of the background calculations on goods-trading.
Wraith_Magus wrote:Except in combat.
You are using map in combat? Well, your combats seem to be much more thoughtful then mine, good sir. I bet you are also drinking tea with cheese between shots. Well, I guess you are one of thus who love flying big capital ships =)
As a matter of fact, I like changing ships frequently. If I see small numbers of enemy units in M5s, I'll pop out in my Kestrel for high-speed dogfighting. If it's a pair of Qs on the horizon, I'll take my M7. And I'll dart in and out of combat, and order fighters around while waiting for my guns to recharge, yes.
And I'll point out that, after a certain point, EVERYONE is going to have to engage in OOS combat.
The Dual Convoy mission is basically built entirely upon the idea that they'll force you to send off a wing of ships to engage the enemy in OOS combat.
The very slowness of the game, in general, is built around simply letting the player build around the slowness of the commands punched into the interface. Improve that interface, and you can speed the game up, considerably.
And actually, as it stands, I tend to spend a lot of time in X3 later into the game just plain docking at one of my stations so I can manage various things from the property menu or map view. The last major thing I did was pirate a megalodon about an hour and a half of gameplay ago. But then I had to run around repairing lost Boron rep. And the Megalodon needed repairs. And I had to sell those 36 IBLs (?!) it was carrying. And then I had to expand one of my facilities. And CLS pilots need transitioning to new routes. And then I had to tow asteroids. And then I bought new fighters to stuff in the hangar. And then I needed software for all those fighters. And then there was a supply hiccup in a complex, so I had to shift prices so I wouldn't sell all my rastar oil. And then pirates attacked a CLS, so I had to jump it out. And then I deployed more lasertowers around my facilities. And then I got tired of staring at the same docking arm for so long, so I decided to hop in my M7 and start seeing how many xenon ships I could simply RAM with swinging my bow around.
Since I ALREADY spend so much time staring at the tactical overview maps, anyway, I don't see a reason you couldn't make the whole game playable from a better-designed map where you can just pan the camera, (RTS-style, or tactical-style, as you're putting it,) click on your units, and then click where you want them to fly or attack. In fact, considering as flying by the map room is the way that a Skunk docked in a capital ship is implied to work, it seems this may just well be the future of late-game flight and fleet management. (At least, if they're smart, it will be.)
... And if I like drinking tea when playing my game, I'll DRINK my tea pinky-out while I show those scurrilous dogs what-for!
IT'S TEA TIME, ARGON SCALLYWAGS! HAVE AT YOU!