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what i want in X-rebirth
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ncc386



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PostPosted: Sat, 14. May 11, 20:19    Post subject: Reply with quote Print

Personally, I would like to see the addition of a Ban Dana Bananaphone in X-Afterbirth. Strangely enough, this has been oddly absent from the other versions.

I'd also like to see no dark loading screens between sectors. Very Happy

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Hubert99



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PostPosted: Sat, 14. May 11, 20:25    Post subject: Reply with quote Print

Amaze me, that's waht I want. Make me see and watch with the eyes of a child. Surprise me and lead me to a magical space.


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Mavkiel





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PostPosted: Sun, 15. May 11, 02:09    Post subject: Reply with quote Print

Fun piracy. Not the being kicked in a sensitive place piracy in x3tc. I want to look at fat merchant ships and think I am about to have a good payday.

Fun battleship/carriers. I saved up all my cash and find battleships downright painful to use. They tend to be exceedingly slow and combat devolves into making sure your turrets are pointed toward enemy. Also, those battleships/carriers end up utterly useless in piracy. You would think those ships would have some means of capturing smaller ships. At least give them the ability to fire boarding pods Razz

Extended illegal wares -- I don't believe I have ever seen slaves for sale in any port. So dealing in them is impossible. If I am going to be the next blackbeard, I want some downright bad trade items available to me. Be it slaves/illegal weapons/drugs(space weed might do, it just never seems risky to me)

I think however the battleship thing is already taken care of, at least it sounds more involved from the interview.

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Truelight_Seeker



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PostPosted: Sun, 15. May 11, 12:31    Post subject: Reply with quote Print

It is necessary:

- To make the dealer corvette M6 (or the easy fighting ship, but not M2 or M7 certainly);

- Possibility to melt back in a steel of a part of the ships, remained after fight (it is strange to see as after explosion there is a weight of different arms, but any part of the case or engines) as in space expensive alloys of the case of the ships and stations should be very valuable;

- Possibility to present corporation, the nations or stations the ship to present in honor and friendship, accordingly the more valuably the ship, the is more increase of reputation at this nation(the ship becomes on fighting watch and the player sees that it really influences events);

-Possibility to trade with flying by dealers or the usual ships or to give it different things (weapon, modules, system, credits etc.) in exchange player can receive what either the task or the helpful information, and also the module or the weapon;

- Possibility to take the small credit or to give credit NPC or even to corporation/nation (credit naturally obtained by them increases military or economic power);

- Remarkably to see medals and awards for certain achievements in game (for example to give an award "Steel Fist" for destruction of 50 large military ships of the enemy, a medal "Honourable policeman" for destruction of 500 ships of smugglers etc.) it will give fun to game;

- The module for the ship - a cabin of the captain (in a cabin it is possible to place the logbook, PC with current problems and missions, awards and trading or police licenses, orders on increase in a rank etc.) not bad would look.

Continuation follows Wink


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Hubert99



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PostPosted: Sun, 15. May 11, 13:20    Post subject: Reply with quote Print

Everyoneis talking here about X4. But Rebirth i no X4. It's not sure there will remain anything from the wesel classes. Or boarding. Or piracy. Or things we got used to. So, be open, and wonder! It will be good, I have this feeling. Till then, I got a HUB to feed.


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dalin80





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PostPosted: Sun, 15. May 11, 13:23    Post subject: Reply with quote Print

I would like a true missile hardpoint system for fighters.

Each fighter would have a specific number of missile points on the hull, missiles set to those points don't use cargo space and can be quickly fired, resetting the empty points from the missiles in the cargo bay takes longer.

This would introduce another aspect to the fighters that separates the performance more, fighter x may be slow and under powered but it can stock 12 missile points compared to fighter y's 6.

Also the ability to divert power to various areas on all ships is a long long long time overdue.


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StarSword



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PostPosted: Sun, 15. May 11, 21:50    Post subject: Reply with quote Print

Mavkiel wrote:
Fun battleship/carriers. I saved up all my cash and find battleships downright painful to use. They tend to be exceedingly slow and combat devolves into making sure your turrets are pointed toward enemy. Also, those battleships/carriers end up utterly useless in piracy. You would think those ships would have some means of capturing smaller ships. At least give them the ability to fire boarding pods Razz

Boarding pods on normal capital ships? Yes, absolutely. You should in fact be able to board ships from a fighter (but your chances of capping are extremely low because you're boarding it single-handedly). Do ships in the X-Universe not have airlocks, or something?

For the same reason, tractor beams should be usable on enemy ships, against asteroids, etc. It's not cheating to hit somebody over the head with a big fat rock, or to drag them into one, it's tactics.

But capital ships are slow and hard to maneuver by definition. It's simple physics: the bigger you are, the more inertia you have to overcome before you can move (or stop moving). X gets this right. (And I'm not interested in getting into the Newtonian physics argument that you should be able to accelerate without limit in space. Sure, it makes sense conceptually, but you try stopping an M2 when you're going 10 km/s. Ships with speed limitations makes for better gameplay.)

Think of the armor triangle. You have performance, defenses, and firepower, and you can focus on one or two areas at the expense of the others, or you can balance your ship so that no one area stands out.

Mazkiel wrote:
Extended illegal wares -- I don't believe I have ever seen slaves for sale in any port. So dealing in them is impossible. If I am going to be the next blackbeard, I want some downright bad trade items available to me. Be it slaves/illegal weapons/drugs(space weed might do, it just never seems risky to me)

There is slavery in the game, but it's admittedly time-consuming (and non-obvious). Pick up astronauts floating in space, go to a pirate base, go to your freight bay, click on the passenger name, and click Enslave.


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Truelight_Seeker



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PostPosted: Mon, 16. May 11, 15:20    Post subject: Reply with quote Print

- It would be desirable to see in new game Khaaks and Xenons or their descendants (it is natural even more dangerous) if they are not, it becomes a bereavement;

- It is time to bring already in game trading licenses for corporations and the nations. That at attack to objects of which that nation the license belongs, the player automatically lost possibility to trade with it (the license is lost). Thus the player will be compelled to estimate soberly the actions on destruction/capture of the ships or stations. As the trading license is obliged to cost considerable money, and its reception is possible on enough big positive ratings.

- Naturally possibility of capture not only the ships, but also stations (on station capture to provide a large quantity of marines);

- More detailed adjustment of quality, for productivity optimization.


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X3:3X





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PostPosted: Mon, 16. May 11, 15:39    Post subject: Reply with quote Print

Easier to micro manage Carriers/fighter squads.

If there was once thing that always burnt me out it was setting up carriers.

Also, just revamp carriers, the whole micromanaging system of carriers was painful didnt even work by conventional methods and made them pretty much useless OOS.

More specific racial weaponry, more rivalry, border skimishes and full blown WAR

Fix this and i shall worship you till the Terrans come home Smile

X33X

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sthakker





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PostPosted: Mon, 16. May 11, 17:19    Post subject: Reply with quote Print

1. Not every ship should blow up in a fantastic explosion.... Sometimes a ship should just go dark, and be a dead floating hulk.

2. Pilot rankings.... better pilots get better ranks and are better fighters.. Captain is harder to kill than a ensign. ... Aces or so to speak, which are not limited to enemy ships... but your forces will have rankings as well...

3. Shield graphics... Would love to see shield bubble of some type.. and as someone else mentioned.. diverting power.. So I could reinforce teh shields with extra juice for a limited time.

4. Also rev up time for jumping when in battle... and once you commit there i no going back

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Mavkiel





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PostPosted: Tue, 17. May 11, 06:55    Post subject: Reply with quote Print

StarSword wrote:

...
But capital ships are slow and hard to maneuver by definition. It's simple physics: the bigger you are, the more inertia you have to overcome before you can move (or stop moving). X gets this right. (And I'm not interested in getting into the Newtonian physics argument that you should be able to accelerate without limit in space. Sure, it makes sense conceptually, but you try stopping an M2 when you're going 10 km/s. Ships with speed limitations makes for better gameplay.)

Think of the armor triangle. You have performance, defenses, and firepower, and you can focus on one or two areas at the expense of the others, or you can balance your ship so that no one area stands out.

There is slavery in the game, but it's admittedly time-consuming (and non-obvious). Pick up astronauts floating in space, go to a pirate base, go to your freight bay, click on the passenger name, and click Enslave.


Thing about battleships is its broke imo. In that it its simply not fun. Crawling around a system in something that can be outpaced by a garbage scow isn't frighting, its laughable. *shrugs* Just my view.

As for slavery yes, I know about being able to enslave a pilot, but that kind of drives home my point. Its so rare, and annoying to do that its simply not worth the effort. I'd like to be able to take over a passenger liner, and get 100 slaves from the passengers and crew. If I am going to be a dirty pirate, I am going all the way.

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THE_TrashMan





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PostPosted: Tue, 17. May 11, 09:01    Post subject: Reply with quote Print

Battleships should be equal to carriers (WITH fighters) in power. Not only does that make more sense in SPEHSS, but it also makes more sense logicly - why build a battleship if a destroyer fighter complement can take it out in 3 seconds?

Also, the faction react naturally to the player. Analyze what the player can do, and how a real nation would react to his actions.

Player parking a fleet in the orbit of Argon Prime? That ought to raise a few alarm bells. Actually, all nations should react to the players military power and his actions.
Keeping a powerfull fighting force in the core worlds would be frowned upon.
In the border worlds you could get away with more. Sectors claimed by no one, or sectors claimed by the player however, are another matter.

Also the total player power, if too great, might become problematic.
If a player owns 10 M1/2 and 200 fighters the nations might get worried.
Of course, putting some sort of limit (no matter how logical) to player hoarding firepower mgiht turn off some hoarders, so this is best implemented as a toggle.


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Freya Nocturne



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PostPosted: Thu, 19. May 11, 16:28    Post subject: Reply with quote Print

All I want is my Yellow Brick Road
http://fc07.deviantart.net/fs70/f/2010/060/5/9/Astronomical_Epic_Win_by_Chobit_389.jpg
also, the following:
- global ship colour/markings editing for my fleet
- any planetary interaction, even if its just high altitude flight. (still need to make that atmospheric sector for X3TC......)
- all the old ships since X:BtF up to X3TC plus new ships.
- not just new races but also subfactions, like different pirate clans or each Split family
- moving asteroids and other environmental stuff
- MORE SPACEFLIES, my family thinks I'm seeing things...
- aside from the main plot's characters, the sandbox mode (you know it'll have one) should have customizable characters beyond the player making up his/her own name.
- racial markings on ships, so even if the Boron are flying an Argon ship, it'll have the green shinyness of her majesty's royal navy
- since there was a supernova, STATION RUINS!!!!!!
- even though the Kha'ak got pwn'd during Final Fury, they need a cameo at least, I wanna see some new purple pyramids!!!
- more traditional weapons, I want bullets!!!
- COCKPITS
- each race has their own style spacesuit
- visible damage
- visible repairs
- walking around stations and ships, or at least seeing other parts of said ships and stations
- CUTSCENES
- minigames and missions. example: missions like X3TC but more variety, and illegal spaceracing!!!
- anything that could help me visualize life in a interstellar civilization and aid in writing my book.

shopping list complete

[EDIT]: Oh! A demo within a few months, more ingame footage and pre-order!


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coldwynn





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PostPosted: Thu, 19. May 11, 18:06    Post subject: Reply with quote Print

-Remote planet surveying
-Planets with common, race specific, or technology resources traded or held through an orbital transfer station. Mining equipment, farming equipment, medical, rare foods, etc... can be traded through the station. If it is found a claimed planet holds a relic, it should interest of the Paranid. Options could be to gift the system, hold for tourist income, or claim all relic planets for a relic monopoly. Rare minerals for exotic or improved ships and ship equipment should attract everyone, especially if the equipment is race specific.
-Planet population impacts industrial output through numbers, political unrest, and crime. These can be dealt with through administration modules loaded onto the transfer station. There is a chance a coup will cause loss of planet ownership perhaps by one race dumping their colonists onto the planet to where they are 75% of the population or propaganda. The colony may go independent or to a race or anarchic (pirate). Marines can retake and defend colonies.
-Gate controls. No more jumping deep into enemy territory. Gates have to be sequentially taken and held for a core system attack.
-As the player grows more powerful, the races should respond accordingly. If the player is amassing M2s, a race may consider taking action.
-If the player is successful in holding several systems, they are elevated to a "race" and may engage in diplomacy and treaties.
-Races can team up and send joint strike forces against the player.
-Option for system governors with attributes impacting happiness, efficiency, corruption, etc...

Gal Civ 2 + X

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Hubert99



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PostPosted: Sat, 21. May 11, 07:29    Post subject: Reply with quote Print

I wish guns would shoot projectiles along the axis of their barrel and not in weird angles. It just looks silly when a huge double gun is "dripping" it's load on the brim of it's barrel, instead of ejecting it powerfully. You know what I mean.

I don't think this is too hard to achieve, Homeworld had it, while graphically less developed. It just takes a bit of an attention on part of the modelling artist and tuning from the turret script. Heck there are many here who can explain it better. I just want a huge gun look realistic when it fires. Or, if some weapons are not gunlike, than don't have a barrel, but a round semispheric head, than it does not look silly if it sprays bullets in a wide cone (angle).

PS. I would be more happy to see less content, and more attentipn to detail like customisable ship appereance, modular systems, targetable subsystems.
If you think of it, most games take this route. I don't want an X-tended X, and a new start makes me hope that what we will get will be a different approach on many levels. So far there is only a single example of a game what did grow both in content and detail, and that's Shogun 2. (it's turned based part got to the level of dedicated games already, while having other merist) It defenitely can be done, but if there has to be a compromise,I rather see less, more detailed game, than a huge but lacking in details and immersion.


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Last edited by Hubert99 on Sat, 21. May 11, 07:38; edited 2 times in total
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