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Things I want to see in Rebirth
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ConCorDian



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PostPosted: Fri, 22. Jun 12, 21:39    Post subject: Reply with quote Print

but thats "mini" games im talking about playing TC onboard the Skunk!!


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wwdragon





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PostPosted: Sun, 24. Jun 12, 03:42    Post subject: Reply with quote Print

ConCorDian wrote:
but thats "mini" games im talking about playing TC onboard the Skunk!!

To actually do that would be very odd. Laughing


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PostPosted: Sun, 24. Jun 12, 07:56    Post subject: Reply with quote Print

ConCorDian wrote:
but thats "mini" games im talking about playing TC onboard the Skunk!!
Don't forget to add the improvements of AP without the war sectors. Very Happy


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ConCorDian



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PostPosted: Sun, 24. Jun 12, 11:32    Post subject: Reply with quote Print

Laughing it would be fun though... your character ingame would be doing the equivelent of us playing some WW2 game... because X3TC/AP would be based on his own ingame history... i know that would be kinda improbable but i think its irony would be funny


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jernaugurgeh





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PostPosted: Mon, 25. Jun 12, 18:34    Post subject: Reply with quote Print

wwdragon wrote:
I'd also like to see the npcs require actual resources to construct ships and then have to equip them. Since it'll be real time, that would make everything feel more important.
If I control all the ore in one area, only the people I let dock at my stations can build there... which would allow me and allies to fight them effectively; they in turn have a long ass supply chain, which inhibits their ability to contest that region.


i second this, it would add a whole new level to the game, allowing you to apply siege warfare tactics. slowly cutting off enemy supply chains.

Also, pirate activities would have much greater effect, wreak havoc on a certain stretch of highway and factories etc... somewhere in the distance slow production. you could take this further - I don;t know how the highways will work, but how about being able to disable small sections? imagine the highways function between a series of signal boosters. These boosters are susceptible to damage meaning you can bring down parts of the network, which are then slowly repaired - the damage level required would have to be VERY high and it would basically result in an everyone hates you response, but would be an interesting warfare tool!

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bluenog143





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PostPosted: Mon, 25. Jun 12, 18:55    Post subject: Reply with quote Print

jernaugurgeh wrote:
wwdragon wrote:
I'd also like to see the npcs require actual resources to construct ships and then have to equip them. Since it'll be real time, that would make everything feel more important.
If I control all the ore in one area, only the people I let dock at my stations can build there... which would allow me and allies to fight them effectively; they in turn have a long ass supply chain, which inhibits their ability to contest that region.


i second this, it would add a whole new level to the game, allowing you to apply siege warfare tactics. slowly cutting off enemy supply chains.

Also, pirate activities would have much greater effect, wreak havoc on a certain stretch of highway and factories etc... somewhere in the distance slow production. you could take this further - I don;t know how the highways will work, but how about being able to disable small sections? imagine the highways function between a series of signal boosters. These boosters are susceptible to damage meaning you can bring down parts of the network, which are then slowly repaired - the damage level required would have to be VERY high and it would basically result in an everyone hates you response, but would be an interesting warfare tool!


Exactly. There needs to be a dynamic economy where absolutely nothing is spawned, meaning that the AI (individuals, factions/corporations, races, etc.) will be just like the player. This would add a whole new layer of gameplay to the X:R, and having billions of credits would actually mean something.

There should also be dynamic race/faction relations (with player and with each other) which can include alliances and wars for example. This would add more to gameplay because this combined with the economy would mean more consequences and more meaning with every action. So now the player will ask "Should I really do this or should i do that instead?". Each race/faction could have it's own AI (meaning that each race/faction will behave differently). For example, the Split would act like split and the boron would act like boron.

I think these are two really great ways to add depth to the gameplay (Trade, Fight, Build, Think).

EDIT: Also, an advanced and easy to use GUI for controlling and managing a corporation/empire/fleets would be excellent and would remove complication from the game while adding to it's complexity.


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ConCorDian



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PostPosted: Mon, 25. Jun 12, 19:18    Post subject: Reply with quote Print

i agree on the fact there should be a proper dynamic resourcing system in place, as you said there would be more impact from pirates, there would be seige tactics, beating an enemy through a war of attrition, but also being able to role play economic warfare, destroying other companies stations and replacing them with your own...

only thing i would worry about is that the entire game would crawl to a hault... think about the carnage something like a Xenon patrol caused, if the galaxy was completely that way then the kick back from such would be tremendous. also if there was absolutly no spawning i would worry about the NPC's ability to keep things afloat... perhaps even if it was done to an extent, maybe have only 10% spawning, keep the minimum amount of resources to have the economy function but not completely. then the rest would be done via NPC traders and player traders. just an idea?

only other point on this is i would want all this done completly independant from the player... the NPC should be able to build and sustain its own economy, that way you as the player would need to actually work getting jobs and fight for the buisness we get...

another small idea that could perhaps fall into this idea on the whole is being able to take on "Contracts" things like small trade runs from Station A to Station B taking certain resources back and forth. the contract would be perhaps less lucrative per run than if a free trader picked up the run but it could offer you a constant steady income and a fixed job for one of your traders.


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Slashman





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PostPosted: Mon, 25. Jun 12, 20:17    Post subject: Reply with quote Print

I would pay dearly for pirates to actually act like pirates and STEAL things instead of homicidal maniacs who blow up a freighter and leave all the valuable contents floating in space while they run to attack a nearby Titan(with their fearsome fleet of four M3s).

I also second the less spawning and more active universe in terms of NPCs doing actual tasks.

What I am more worried about right now though is the feeling that you'll be forced into doing the whole corporation and trade bit and that it will be less viable to just be a pirate or merc running around with a couple ships taking jobs or strong-arming merchants. I spent a bunch of time in TC without ever actually buying my first station and I was pretty successful. I just hope that the game stays as open ended. That's another reason why the Skunk is worrisome. I sincerely hope I don't need to build all my own ships and have my own stations to do it.


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Vayde





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PostPosted: Mon, 25. Jun 12, 20:37    Post subject: Reply with quote Print

How about we start the game with a really dreadful economy, very few resources, and all that's available to the player is a few thousand creds, and a fast ship with a decent cargo hold.

With that in mind make the economic Ai really smart and have it start to ramp up the production of basic materials to feed the higher level fabs and so on and so forth.

Now not only will the player have a plot to contend with but the universe is getting a head start on him/her. Once the plot completes and we are free to go our own way with the goodies it provided, the universe will be just waiting for us to tip a few scales or bring down a government or two.

However should we not be cut free after the plot there's always the S&M forum to fix that little oversight Razz


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ConCorDian



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PostPosted: Mon, 25. Jun 12, 23:11    Post subject: Reply with quote Print

Slashman wrote:
What I am more worried about right now though is the feeling that you'll be forced into doing the whole corporation and trade bit and that it will be less viable to just be a pirate or merc running around with a couple ships taking jobs or strong-arming merchants. I spent a bunch of time in TC without ever actually buying my first station and I was pretty successful. I just hope that the game stays as open ended. That's another reason why the Skunk is worrisome. I sincerely hope I don't need to build all my own ships and have my own stations to do it.


i think one of the problems with pirates in X:R could be something to do with picking up drones... lets face it proper drones wont "Bail" unless they add some sort of override software that could allow you to take command of drones.

i dont think they will FORCE you down the corporation root, it still a sandbox game is it not? that would say to me they would try to emphisis the flexability if anything. perhaps playing as a corporation would give you some advantages which kinda is what its like now but i dont think it will be the only root they would take. but that said has there been anything said that the player can build their own corporation as yet? i know the main races are supposidly being "replaced" by large corporations but i dont remember a direct quote saying the player can do that.... i suppose building your own stations and so on kind of does form that basis but for me youd need some sort of HQ or at least homebase to deem it as a corporation, but thats probably just my own personal view on the matter.


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bluenog143





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PostPosted: Tue, 26. Jun 12, 05:09    Post subject: Reply with quote Print

Also when I talk about a dynamic economy/ relations there should be no spawning of ships,wares,etc. whatsoever. Like others said above it could be used for more strategic tactics (for example, sneaking behind enemy lines to attack certain trade lines or key stations to cripple ship production).

This also means no more "indestructible" enemies that can't be beaten. I remember fighting the Kha'ak in X3 and I took over all the territory and they would still spawn out of thin air. This time in X:R everyone should be able to lose just like the player. It might be really, really hard especially to fight a corporation/race/other faction (at least in the beginning) but it shouldn't be impossible.

And about dynamic race/faction conflicts there should be other things like sector takeovers and so forth.

Another thing for the economy part could be actually having a "corporation" because it never quite felt in X3 as if the player was one of the "big players".


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BlueSwede





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PostPosted: Tue, 26. Jun 12, 11:50    Post subject: Reply with quote Print

It was really cool to actually hear the marines boarding a ship in TC, it'd be even cooler if you could actually watch (on a monitor in your own ship) your marines boarding a ship, or a station in Rebirth ...

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ConCorDian



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PostPosted: Tue, 26. Jun 12, 12:25    Post subject: Reply with quote Print

bluenog143 wrote:
Also when I talk about a dynamic economy/ relations there should be no spawning of ships,wares,etc. whatsoever. Like others said above it could be used for more strategic tactics (for example, sneaking behind enemy lines to attack certain trade lines or key stations to cripple ship production).

This also means no more "indestructible" enemies that can't be beaten. I remember fighting the Kha'ak in X3 and I took over all the territory and they would still spawn out of thin air. This time in X:R everyone should be able to lose just like the player. It might be really, really hard especially to fight a corporation/race/other faction (at least in the beginning) but it shouldn't be impossible.

And about dynamic race/faction conflicts there should be other things like sector takeovers and so forth.

Another thing for the economy part could be actually having a "corporation" because it never quite felt in X3 as if the player was one of the "big players".


there is a few points being missed though...

1. balance... if nothing is spawned, how does the computer find a balance to its own power in order to make the game challenging to you but not too bad for the novice who picked it up for the first time. these forums have a wide variety of different skill levels in different aspects of the game... by having some "spawnable" ships it can keep the game challenging for all... what your suggesting would make the game seem damned near impossible at the start and possibly far too easy at the end (if you build a corporation)

2. the true "indestructable" enemies were due to a glitch, the ships that never died, hit 0 percent hull and just kept on flying!! whereas yes the constant respawn of ships is kinda annoying... but the Kha'ak more annoyed me when they randomly spawned near one of my stations!!

3. sector take over i do like, i will admit it, BUT what happens if you as the player manage to "Take Over" every sector in the game? thats kind of game over... defeats the purpose of having a Sandbox game if it is ended in a way for you. also you need to keep in mind (as i have had to be reminded a good few times) this is not a galactic conquest game, its an economic sim!

4. this is where you will get a lot of conflicting interests.... for one, there are people on here (myself being one of them) who have fleets large enough to systematically wipe out the main races... how does that not make you one of the "big players"? but there is also the side to the story of the player NOT being a big player, your relativly insignificant, or should be to the overall grand scheme of things. too often is the player put in the situation of being the "Hero of the Universe" or the one that "Gets the Gal(or guy dependant on your gender or sexual preferance Razz)" id rather we weren't the big person, the little guy who needs to work for a living... yeh your a corporation, but should be a small one compaired to what the big NPC ones are capible of!!


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fisto





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PostPosted: Tue, 26. Jun 12, 12:42    Post subject: Reply with quote Print

Hello to all

Things i wana see is co-op mode ... mayby 4-8 players online same time
and building same company and factories and other stuff ..

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ConCorDian



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PostPosted: Tue, 26. Jun 12, 12:59    Post subject: Reply with quote Print

i honestly dont see how that would work out... the game would need to be a proper MMO... CoOp on a game like this would be insane, because think of the hours youd need to put in to build a corporation, plus then those hours can only be put in when all 4-8 of you are online at the same time? ive been a supporter of adding in Multiplayer "FEATURES" (like a solo sector that you "JUMP" to with a ship and can then trade, fight or salavage what you can against other players online) but having the bulk of the game Single Player... but sorry CoOp doesn't seem like it would work to me..


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