Things from X Rebirth I would like kept for use in X4

General discussions about X Rebirth.

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Rei Ayanami
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Post by Rei Ayanami » Tue, 11. Jul 17, 06:18

Here are a few things that i love about X:R and that i'd like to have in the new game, with some notes how they could be expanded upon:

Weapon Mod Upgrades:
I love the weapon mod upgrade aspect, it gives me alot of joy to look for better weapon mods which potentially change the entire gameplay feeling of a weapon. This should definitely be kept and even expanded (like shield/armor/scanner/engine mods)
Suggestions how to expand it : The RNG aspect for dropping those is a bit 'meh'. I'd like AI ships to have weapon mods too and they should drop them when being defeated , that would give combat a bit more variety during combat and would give the player a reason to scan ships for upgrades that the player wants. Heck, you could even make it so each race has different priorities for upgrades : Teladi has alot of armor/cargo mod upgrades, split have alot of weapon mods upgrades, borons have alot of engine mods, so it'll give the player a reason to look up (and blow up :roll: ) ships of different races.

Xenons having civil ships/economy :
Its a wierd thing, but i love the fact that in X:R Xenons finally have some sort of fake mini economy going on, with xenon mining ships flying around and mining asteroids. While the player can't trade with them it still makes the Xenons far more believable than in previous titles where Xenons just had unlimited ressources.
Suggestions how to expand it : Destroying Xenon stations or disrupting their mining process could have affect on their ship production at their shipyards.

Staff on capital ships :
I think having staff on capital ships is a neat idea that makes ships a bit more personalized. For the first few ten or so capital ships it's entertaining to gather a good crew for them and do some missions to get locations of good crew members
What could be improved : While this is interesting and new when you are just starting out a new empire, doing this for the 200th time can be annoying. Allowing your manager to equip new bought ships with better staff and default commands would be a nice option.

Capital ship subsystems :
I really enjoy X:Rs capital ships having separately destroyable subsystems. It reminds me of Freespace 2s subsystems and makes combat against capitals quite more strategic.
What could be improved : I think having a ship scanner equipment that, after scanning a ship, highlights the scanned ships subsystems in a brighter color or outline would be nice. Also the selection should get improved, quite often i try leftclicking for selecting the subsystems but the target system instead selects the main hull and going through all subsystems via "select next subsystem" takes quite long. Some kind of "select targets subsystem on screen closest to the mouse cursor"-key would be nice.

No loading times during gameplay :
This is more of a technical thing, but should be mentioned : I like that Egosoft made this game have no loading screen (except for loading a save game/starting a new game) and barely any noticeable loading interruptions (unlike E:D or No Mans Sky, which have loading screens disguised as "warping animation"). Kudos for that!

Optional missions
I like the variety optional missions give. While i barely do the "build a station" missions i think the other ones are often a neat way to get some quick cash or do to some stuff when you are bored while waiting for your ships to build a station.
What i'd like to have improved : i think missions like "defend the station" need to be a bit less obvious when spawning enemy ships. For example, it is a bit immersion breaking when just after you accepted the mission out of nowhere 3 Xenon Ks show up... what a "coincidence". Have it the other way around : Spawn the enemy ships far away and let them fly towards the zone and only then, after they spawned, offer the mission while these ships are alive. Would make far more sense.

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arragon0815
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Post by arragon0815 » Tue, 11. Jul 17, 06:25

Roger L.S. Griffiths wrote: As for additions... I hope Egosoft leave the multi-player aspect alone and do not touch it with an almost infinitely long barge poll.
Multi-Player and the Features from X are not compatible, i think.

X-Multi-Player is there, it´s called "Elite Dangerous" ...
No building-part, no fleet-controll... :roll:

...and a bunch of young puberty amokers...

(I hope you unterstand my english write... :oops: )
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ezra-r
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Post by ezra-r » Tue, 11. Jul 17, 09:06

Forgot to mention, and this one is really on-topic :lol:

Keep the long range scanner, maybe so it just echoes relevant signals when there are any instead of every little object, but the long range scanner is an idea worth keeping, extending and improving. It's basic for exploration if made well.

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Roger L.S. Griffiths
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Post by Roger L.S. Griffiths » Tue, 11. Jul 17, 14:48

arragon0815 wrote:
Roger L.S. Griffiths wrote: As for additions... I hope Egosoft leave the multi-player aspect alone and do not touch it with an almost infinitely long barge poll.
Multi-Player and the Features from X are not compatible, i think.
I agree... though those that love the EvE formulae would disagree with our perspective.
arragon0815 wrote:X-Multi-Player is there, it´s called "Elite Dangerous" ...
No building-part, no fleet-controll... :roll:
Actually, from what I hear EvE is more like X-MMO... space based empire building MMO. I will never touch it with a bargepole for two main reasons... subscription model, and the attitudes/perspectives of players I know that do or have played EvE (and their reports on the nature of the gameplay).

ED is Elite MMO... some are campaigning for the addition of empire building aspects but I hope FD don't capitulate to their wants and desires (at least not too far).

IMO Empire building and MMOs do not mix well.

Anyway, I thought this thread was about porting X-Rebirth features to the forthcoming X4 (which we know little or nothing about yet). :roll:
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DocQuixotic
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Post by DocQuixotic » Tue, 11. Jul 17, 15:41

Roger L.S. Griffiths wrote: As for walking about, I see no reason to not keep the feature even if the range of station/ship interiors and NPC looks is limited. The bridge's could be made to look more immersive and appropriate.
That would require the investment of time and resources that would be much better spent on improvements to the core gameplay loop. X unfortunately has an uphill battle to fight, and really needs to carve out a niche if it wants to survive. "Walking in stations" is not the feature of X that will win that battle. Your suggestion of more modular ships and stations is far more likely to be of benefit to the game.

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Roger L.S. Griffiths
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Post by Roger L.S. Griffiths » Wed, 12. Jul 17, 13:39

DocQuixotic wrote:
Roger L.S. Griffiths wrote: As for walking about, I see no reason to not keep the feature even if the range of station/ship interiors and NPC looks is limited. The bridge's could be made to look more immersive and appropriate.
That would require the investment of time and resources that would be much better spent on improvements to the core gameplay loop. X unfortunately has an uphill battle to fight, and really needs to carve out a niche if it wants to survive. "Walking in stations" is not the feature of X that will win that battle. Your suggestion of more modular ships and stations is far more likely to be of benefit to the game.
Not entirely true, modders have already done work in this area and I am sure Egosoft could take such work and evolve it into something production ready in a commercial sense with not too much effort.

I think those expecting Witcher or similar FP graphics out of such features are the root of the critique. Walking about was always going to be and IMO always should be considered a second fiddle feature.

Overall though we will just have to wait and see...
Roger (aka [SRK] Mr^Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams

RAVEN.myst
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Post by RAVEN.myst » Wed, 12. Jul 17, 14:33

Roger L.S. Griffiths wrote:
DocQuixotic wrote:
Roger L.S. Griffiths wrote: As for walking about, I see no reason to not keep the feature even if the range of station/ship interiors and NPC looks is limited. The bridge's could be made to look more immersive and appropriate.
That would require the investment of time and resources that would be much better spent on improvements to the core gameplay loop. X unfortunately has an uphill battle to fight, and really needs to carve out a niche if it wants to survive. "Walking in stations" is not the feature of X that will win that battle. Your suggestion of more modular ships and stations is far more likely to be of benefit to the game.
Not entirely true, modders have already done work in this area and I am sure Egosoft could take such work and evolve it into something production ready in a commercial sense with not too much effort.

I think those expecting Witcher or similar FP graphics out of such features are the root of the critique. Walking about was always going to be and IMO always should be considered a second fiddle feature.
Hmmm, perhaps an approach that could be adopted by ES would be to provide a platform (if you'll pardon the pun) for the WiS system - the basic could be something akin to the current setup (preferably at least slightly enhanced, if possible, granted), but highly customizable/modifiable - that way, members of the community with the appropriate creative skills, time, and willingness, could go right ahead and produce elaborate and diverse interiors.

However, I WOULD like the vanilla offering to include "elaborate and diverse" SHIP interiors - for starters, different factions' ships ought to have unique, distinctive styles (especially when representing different species), and different ship types' interior styles should also reflect the ship's function and design age.
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Len5
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Post by Len5 » Thu, 13. Jul 17, 23:55

Keep Alexei Zakharov.

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Post by RAVEN.myst » Fri, 14. Jul 17, 00:52

Len5 wrote:Keep Alexei Zakharov.
Hear, hear! :)
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birdtable
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Post by birdtable » Fri, 14. Jul 17, 06:58

Yes .... Keep Alexei Zakharov...

linolafett
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Post by linolafett » Fri, 14. Jul 17, 09:16

Alexei is still with us and doing a great job :)
01000100 01101111 00100000 01110011 01110000 01101100 01101001 01110100 00100000 01100101 01100001 01110100 00100000 01100011 01101111 01101111 01101011 01101001 01100101 01110011 00111111

My art stuff

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arragon0815
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Post by arragon0815 » Fri, 14. Jul 17, 10:16

linolafett wrote:Alexei is still with us and doing a great job :)
I can´t belive that, can i hear some ??
:D
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Sao t'Lp
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Post by Sao t'Lp » Fri, 14. Jul 17, 10:24

Yeah, I would want to hear some too! The demo reel for X-Rebirth was awesome and I'd like something similar for XR:VR and/or X4 :D
You want Split? :split:

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Nikola515
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Post by Nikola515 » Sat, 15. Jul 17, 09:34

Len5 wrote:Keep Alexei Zakharov.
I use his X3 soundtrack for my gym music :D
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....

birdtable
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Post by birdtable » Sat, 15. Jul 17, 10:28

A lasting memory is entering Getsu Fune for the first time in Reunion and hearing Drums of the Goner....

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