If you had to choose one thing for X4...

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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If you could only have one...

More Sectors
148
5%
Bigger Sectors
135
4%
Planetoid Inclusion
1118
36%
Modular Factories and Ships
957
30%
Complex Economy
226
7%
Factions and Corporations
492
16%
I don't vote it's undemocratic
12
0%
Ring ring ring... Ban Danna Phone!!! ;)
55
2%
 
Total votes: 3143

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silentWitness
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If you had to choose one thing for X4...

Post by silentWitness »

If you had to pick one thing for Egosoft to implement in X4 what you choose??? (including preparatory technology of course, e.g. larger sectors would need an engine that could speed you through it...) I'm interested to see what peoples priorities are...

More Sectors:
An increase in the number of sectors available to explore.

Bigger Sectors:
Sectors that span larger distances such as a solar system or between planets.

Planetoid Inclusion:
The development of Planets and Moons into landable 'bases'... With perhaps the inclusion of planetary based facilities that could be bought and constructed... The Icing is of course ownership and colonisation...

Modular Factories and Ships:
Ships that have upgradable parts such as engines, power supply, armour, wing type, turrets, shield slots etc... Ahem... And yes modular damage too... E.g. wings getting blown off etc... Modular factories that begin from a single hub and develop on using modules to become factory complex... Modules include turrets and defences...

Complex Economy:
Larger more complex economy that takes into account things like wages, food requirements, pollution, etc... A greater amount of wares in a system that make a complete circle, meaning that the economy must stand on its own and not on sink holes and free energy cell cheats. Even ships require resources and time to construct...

Factions and Corporations:
Ai Factions that have their own unique diplomatic level with you regardless of race... e.g. pirate factions, corporations, etc... You can sign agreements and supply contracts (contracts to supply a certain amount of wares for their use... like in the real world).

And a silly one for those who need it... So... Which would you choose...
Last edited by silentWitness on Wed, 20. Sep 06, 22:45, edited 3 times in total.
Cycrow
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Post by Cycrow »

personally i would go for factions, this is one things that freelancer did very well.

having several factions for each race, ie police, military, etc

then having some indepenant factions as well as guilds and pirate factions
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Khaak_Hammer
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Post by Khaak_Hammer »

My Three favs would be :arrow:

More Sectors-We need them.

Planet Inclusion-WE'ER THE GAGAREN'S WERE'S OUR HOMEWORLD?!?!?!?

Factions and Corporations-This I think would be the best.

OR :arrow:

Modular Factories and Ships.

And of course all the others.
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Tenlar Scarflame
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Post by Tenlar Scarflame »

If it could be done well, landable and colonizable planets would be sweet. This unfortunately would bring about THESE issues-

where are all the people? what about land vehicles? where are they? can I own a land vehicle? the physics on this land vehicle are crap

etc. :roll:

Well, if you could build land bases AND pilot land vehicles, THAT would be massively sexy. Massively. :twisted:


As well, I'd like to see visible battle damage (wings getting blown off, lasers blowing holes, black marks etc). But that could be tough to do and make it look good within the scope of X.
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esd
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Post by esd »

Modular ships. Don't really care about planets.
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Texas
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Post by Texas »

I'd have more sectors but I'd also like a little bit of randomisation to gates when you start a new game.

I always find that I know where each sector is in relation to each other but you could randomise the gates that link the races i.e Kingdoms End would not always be connected to Three Worlds, and Ore Belt sometimes leads to Paranid sectors.

It would change each game as you wouldn't build stations in the same place each time.

Maybe a determined number of 'Unknwon Sectors' however there are twice as many and it is randomization to which is placed in the game!
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Post by ewokshaman1 »

I like the idea of factions, adds a WHOLE lot more to a game... though it would make X4 Elderscrolls: Oblivion in Space :lol:

i have to say that modular ships really sounds good to. thats the first thing i wanted when i started playing. Lot of depth, because certain groups would target certain things, like pirates shooting out engines and power generators first and things like that.
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euclid
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Post by euclid »

One thing I really would like to see:

NPC equipment docks need to buy their wares and ship yards need to buy resources and/or wares to produce ships, which includes the shields for the 3 types. So no spawning for NPC's (I consider that cheating) when it comes to economy.

If this is part of 'Complex Economy' it has my vote.


Cheers Euclid
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silentWitness
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Post by silentWitness »

Yes... That would be part of the full circle!!! I have to admit that's the option I went with...
Kvalyr
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Post by Kvalyr »

Modular ships for me.
I'd love to be able to change engines, armour, weapons, installed extensions, etc, for my ship in a similar system to the MechBay of the MechWarrior games.
One thing that bothers me in X3 is that I can get to a stage where I have a maxed-out M3 that will last me for the rest of the game, within the first 3-4 hours of play, meaning there's no feeling of progression for the [Playership], the main ship which I use.
Sure, I can buy capital ships, build up my empire, etc, but most of the time I only remote-command any other ships I acquire while I sit in an M3 that's remained unchanged for the past 72 game hours and the 'direct' experience thus stagnates slightly for me (until I restart, again).

Modular ships would give me that RPG-like 'extra goal' and 'constant progression' that I crave, at least to a certain extent.

Also, having locational damage during combat would add a whole new and exciting dynamic to the combat and could really allow for huge expansion on the role of salvage in the game. (Target the cockpit and leave the ship mostly intact but destroy sensors, target the engines and kill the sheep's speed but risk the ship's reactor going critical etc)
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Post by Goushiken »

One thing that would be interesting and I think I've seen a mod here that does it for X3 would be actual war between the races or if there is a new "enemy" race let the war be more noticable even in non-plot games. You're out exploring a fly into a sector to find a massive battle between the waring races instead of simple skirmishes
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Post by stevecs »

complext economy is something that I've been wanting strongly since X2. With the current set up X2/X3 loose way too much of the fun after 200 or so hours of play time, if there were no 'cheats' like wares/money sinks anywhere and everything was self-contained it would lay the ground work for a much better game. (trying to corner markets, starve pirates/races of shipbuilding materials, or whatever, doors open up across the board)
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OmegaKnight
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Post by OmegaKnight »

I like the idea of modular ships and damage,
although it would be big to implement,
it would make it possible to cap any ship regardless of size.

Even an M0 without its guns, shields or engines is just a defenceless sitting duck,
when it runs out of missiles of course :wink:
and if you were the crew you'd be heading for the nearest escape-pod or airlock, rather than just sitting there waiting for death, even if 30 astronauts abandoned ship, why not? It would make slaving more attractive :twisted: .
tb87670
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Post by tb87670 »

I would like the planetoid inclusion and modular ship components. There is a game that has those already but implements them wrong, its called Universal Combat and 3000 A.D. series. Take the best out of UC (Except all of the bugs and crashes) and we would have a perfect game in the X Universe. P.S. By the way does anyone else play Universal Combat or any game in the 3000 A.D. series? Just wondering.
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Post by angels7707 »

all the above .. and a tank you very much... :)
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Post by Deleted User »

i'd have to say modular ships and factories, and complex economy.

nothin else really appeals to me.
Space Alien
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Post by Space Alien »

They are all great ideas. Add them all. I voted for complex economy but having more sectors + factions etc will should improve economy anyways. Also must make X4 multi threaded, and coded so it can run under Linux, opengl and dx10. :D
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R.Styles
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Post by R.Styles »

what about the ability to fly through the x-universe without using jumpgates? allowing gates to be found from the other end, and to find really hidden sectors. however would need a new engine drve system that isn't quite a jumpdrive but very fast and cannot be used within the confines of the sector?
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Post by Xenon_Slayer »

The modular ships idea is good. It will make customisation of ships more personal, especialy if it was down to looks as well as ship performance.
Planets do not attract me that much. I like the idea of interacting a little with a planet but not flying in the atmosphere, landing on the surface. Not sure if the developers could make convincing planetary models for each planet in the X-Universe within the decade.
Corporations would improve trading and race relations. It would be nice if you could actualy be employed by them to earn some mission money without doing the BBS missions all the time.
A complex economy should not be too complex. We dont want to make the game look to complicated to new players, especialy young ones. The economic paturn should be obvious to the player. I think that prices should be set by the amount in the station (like we have now) but also reflecting on what nearby stations need.
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Fleshrend
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Post by Fleshrend »

definitely being able to land on planets / moons

Decent planets have GOT to be doable if you have constant major infrastructure (def bases/major cities, maybe oceans/rivers) and randomise the rest of the planet, and a fighting across a planet would just be so frickin cool

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