[Official] Request ship commands from Egosoft! Compiling list

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pref
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Post by pref » Tue, 21. Oct 14, 20:47

BlackRain wrote:Just so people understand, this is official and not a normal feedback/wish list thread and I am in direct communication with Adrian and as such am filtering information based on what he is looking for at this time. These commands will be seriously considered by the Devs but these suggestions are not guaranteed. They will be considered according to feasibility and time constraints and I will also do what I can to make a serious case to Egosoft in support of the community. Please give suggestions only for small/medium and Capital ships at this time. In the future a thread "may" be started for station management and such but not at this time. This will be entirely dependent on what the Devs want. Also, requests related to UI will be filtered out because in many cases is beyond scope. What I mean, is that, it is beyond the scope of this thread but it doesn't mean it won't be (or will be) considered in the future so please keep comments/requests specifically to commands for all kinds of ships. I will update thread later tonight with more information from Adrian and keep the suggestions coming, some are very good.
Can you at least get some info out of them regarding what direction is feasible, what is beyond scope... what constraints do they have from the existing code? Are they considering a 3D map, or proper location input will not be possible?
What are the basic entities/actions for commands that can be used (just to be able to put a more realistic wishlist together)?
Is it possible to form fleets, and not use the squad mechanic for commanding?
Are eco related settings in scope - or will they ever be in scope?

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Post by Tarazu » Tue, 21. Oct 14, 21:00

BlackRain wrote:Just so people understand, this is official and not a normal feedback/wish list thread and I am in direct communication with Adrian and as such am filtering information based on what he is looking for at this time. These commands will be seriously considered by the Devs but these suggestions are not guaranteed. They will be considered according to feasibility and time constraints and I will also do what I can to make a serious case to Egosoft in support of the community. Please give suggestions only for small/medium and Capital ships at this time. In the future a thread "may" be started for station management and such but not at this time. This will be entirely dependent on what the Devs want. Also, requests related to UI will be filtered out because in many cases is beyond scope. What I mean, is that, it is beyond the scope of this thread but it doesn't mean it won't be (or will be) considered in the future so please keep comments/requests specifically to commands for all kinds of ships. I will update thread later tonight with more information from Adrian and keep the suggestions coming, some are very good.
I understand, keep up the good work, I agree some good ideas are already mentioned. It's important to show the devs we can also be realistic in our requests/expectations. But we will always want both the easy and the difficult :)

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Post by Archaeosis » Tue, 21. Oct 14, 21:37

Terribly sorry if either of these have been suggested already. Slightly pie-in-the-sky thinking, but I find these two would be very handy, even if they were costly to use:

"Restock", a command given to the Captain like a command to refuel, but restocking drones to a ship's set level, which is set to whatever it was outfitted to on construction / last upgrade, and can be manually changed from the Captain's "detail" page. The ship then buys drones from standard station-based drone dealer NPCs in the same way the player ship does, or gets in queue for a nearby dock with them in stock.

"Hire Staff", another command given to the Captain. They will hire all staff needed on that ship - defense officer, engineer, and architects. Perhaps a selectable minimum star rating in each relevant statistic, too, with the replacing of staff below that threshold? The staff are then picked up like the player hires them, from nearby stations. Architects on deployed CVs should also be able to hire staff for their stations, perhaps not including specialists, and these could be delivered by drone.

Or, a slightly alternative system which might work more nicely:

"Handle Logistics" - a command that could be given to Captains or Pilots on smaller traders. These would buy drones and hire crew as required, and distribute them as required to the player's ships. If the player does not have their own active logistics ship, then one of a small fleet of new AI ships doing the same thing could be tasked with handling it, at significantly increased cost. With this solution, the "replace lost drones" toggle could have an actual use, alongside a new "hire staff" toggle, and an added drone configuration option, all on Captain detail pages. This would mean less need for prolonged downtime while capital ships search for drones / staff. (Heck, if I go really mad I could envision a multi-purpose small capital logistics ship which does the above but also buys ship-repair resources which it allow it to use a repair laser to repair ships to 100% on-demand, for a large fee. Think miniaturised Aran recovery ship. As I said, mad...)

And also these, perhaps adapted from community implementations:

"Free Trade" - a Captain command. Even if requiring some expensive start-up process, this really does feel vital. Perhaps one of the community-made scripts could be spit-polished for this, made reasonably inefficient, but useful enough to invest in as you get richer to reduce micromanagement. Zone-sector-cluster-galaxy range toggling would be very helpful as part of this.

"Free Resource Collect" - another Captain command, which when given to a mining / collector ship, commands them to collect their wares and sell them to the highest bidder. Again, a community-made script could be adapted, and again zone-sector-cluster-galaxy range toggling would be very helpful.

Oh, and a slightly related side-note:

Ship traders at shipyards sorely need to be able to receive orders from the player remotely, from anywhere in the universe once discovered. This, along with a queue system for ship builds and upgrades, would remove a large amount of unnecessary travel from the game and greatly simplify maintaining larger fleets.

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Post by BlackRain » Wed, 22. Oct 14, 02:47

I have added more information and added annotations to the list. Hopefully this will help many of you in discerning which commands to suggest. Please feel free to ask any more questions if you are confused.

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Post by ThommoHawk » Wed, 22. Oct 14, 04:09

That's an awfully big list already. Is this for real? Is there a time limit for this list?

For now a simple "keep flying/idle" command would do for me while in flight studying the map, instead of the ship stopping EVERYTIME, which is just crazy. AND display the player ship position in realtime flight on map. That map still makes me sick btw.

Generally regarding player/single/multiple (broadcast)/wing grouped ships (squad):
How about all the navigation/Fight/Patrol/Special commands that have been available for years and years in the other X Games, where I still use them every single day, they are easy to understand, and functional.

I don't know what other commands I'd want, as I haven't played XRebrith that much ('bout 100hrs) only casually drifting around the place in the skunk. Don't own other ships. Don't own marines. Don't walk around in stations.
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Post by BlackRain » Wed, 22. Oct 14, 04:22

It is a big list and not all of them will be implemented but at least this gives them a big pool to look at and pick and choose what they can do or want to do and we get some of the things we want. Anyway, I need specifics, not vague or broad ideas (telling me all the commands from previous games is broad).

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Post by SyberSmoke » Wed, 22. Oct 14, 04:55

This is a command i have been thinking about, but after reading the list it could be better in the ship preferences. But here it is any way.

Return to Rally Point: This command stores a location with the captain. When the ship is added to the squad or finishes a trading action, the ship will return to that zone automatically and wait for further orders. This would be used to keep ships from blundering into the skunk and possible combat. The skunk can also use this as a quick command to send the ship to the last recorded rally point.


On a side note, it is nice to have the developers ask what we are interested in seeing. It is good to think there is more to the game and we have some input in its furtherance.

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Post by Sparky Sparkycorp » Wed, 22. Oct 14, 07:19

"Are you sure?"

For adding after we issue a "You're fired" order. It seems silly to have the fire command so easily pressed given the annoying and potentially damaging consequences (e.g. while trying to issue an attack order).

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Post by XexrelFenix » Wed, 22. Oct 14, 08:52

Sparky Sparkycorp wrote:"Are you sure?"

For adding after we issue a "You're fired" order. It seems silly to have the fire command so easily pressed given the annoying and potentially damaging consequences (e.g. while trying to issue an attack order).
This, should apply to recalling workers back to your ship as well. -_-

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Post by DaMuncha » Wed, 22. Oct 14, 10:14

1. Claim wares.

2. Claim Ship.

3. Send ship back for repairs.

4. Send ship back for salvage.

5. Claim wares in area.

6. Claim ships in area.

7. Deploy satelite network.

8. repair ship (target)

9. repair ship (self)

10. return to dock.

11. return to player station.

13. Fly to position and wait.

14. destroy ships in area.

15. board ship (target)

16. Sell ship

I want my salvage operations back.

Please remove the ability to find thousands of credits hidden inside asteroids.
- Attack objects, with component selection. (This is actually now possible by modding)
- Name multiple ships.
- Formation parameters.
- Assign-ships menu
---- edited by BlackRain---- this is not my job I am doing this to help and you are not going to sidetrack this thread. You have been warned.

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Post by pref » Wed, 22. Oct 14, 12:17

Any way to get rid of the redundant audio dialogs?
It's very annoying having to listen to the same dialogs over and over.
I tried to play recently a couple of times, but after having to add/remove all my trader ships to squad i just gave up on it, it annoyed me so much.

Would be so great if there was no audio (or at least it did not freeze user input while playing).

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Post by wysiwyg » Wed, 22. Oct 14, 12:41

DaMuncha wrote:If this is all you have asked for out of the hundreds of commands people so desperately need, than your not doing your job right.
The OP is a volunteer as far as I know.
DaMuncha wrote:What were the parameters you were given for suggestions? "things that are allready in game and can be tweaked easily" or "Things that will only take me less than a few seconds to add".
Having played around with modding the game I can assure you that "NOTHING" added or changed in this game is easy or only takes a "few seconds". It's a living, breathing simulation and at the moment I get the impression that the engine is in its "naughty petulant child" stage! i.e. it works but any changes are often accompanied by unexpected behaviour that needs to be ironed out before it's released.

I for one am glad that this type of activity is happening and that lines of communication are being established between the developer and the game's enthusiasts. If nothing else this will help establish development priority so that modders can focus on areas requested but not at the top of the list.

Back on topic - one slight discrepency in the list so far in the first post is
15) Ship command to transfer a specific amount and type of cargo to another ship. (May be in scope but this may be difficult to implement because drones would have to be able to travel ship to ship which is probably possible but would require testing to make sure drones dock and undock correctly, etc.)
and
34) Freight exchange command. (Probably in scope)
Are these two commands not essentially the same thing? Both require some sort of filter in the available ships list as only ships with the same cargo type or universal storage could achieve this! Both require some sort of set up and interaction via a "menu" to achieve them.

@pref - I guess the no audio is a settings option rather than a command but I do agree with you that it's irritating. Also a multi-assign command would necessitate this to prevent multiple simultaneous voice messages.

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Post by BlackRain » Wed, 22. Oct 14, 12:47

I have not presented any final list to egosoft, only mentioned a few things originally and my time is limited so don't expect immediacy.
Last edited by BlackRain on Wed, 22. Oct 14, 15:01, edited 1 time in total.

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Post by BigBANGtheory » Wed, 22. Oct 14, 14:09

Besides the obvious the five essential commands for me are as follows:

1. Move to a location with no point of reference i.e. I select the point from a map or a tactical interface not an object already there.

2. Group/fleet formation control (line, delta, screen, capital).

3. Facing i.e. I would like to point ships in a specific direction even when stationary.

4. Aggressive / Defensive toggle on firing control.

5. Dock and or emergency withdrawal.

Also just to remind everyone that the gameplay derived from using commands is only as good as the mechanism for issuing the commands.

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Post by Cabrelbeuk » Wed, 22. Oct 14, 14:23

Awesome idea.

But i think that we need to get a rebuild of the group system : we need to be able to do separates group. Available to trading ships as well : when you are in fight and a trade ship come to join you coz they don't have any more trade order, it's boring...

We need to be able to assign trade ship to another trade ship too do trade fleet.
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Post by pref » Wed, 22. Oct 14, 14:25

BlackRain wrote:I have not presented any final list to egosoft, only mentioned a few thongs originally and my time is limited so don't expect immediacy.
Thanks for your efforts, this is the single most meaningful thread since release imo.
Finally a communication that is clear, logical and not limited to vague generalities.
ES should learn form your way of handling dissatisfaction.

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Post by BlackRain » Wed, 22. Oct 14, 15:10

Please also understand that there are many things I can not say. Adrian and I have had a few meaningful conversations and he is also now reading this thread, although he probably won't comment on it. Know, though, that everything here has been discussed and evaluated between Adrian and I. Again, please understand that egosoft is definitely looking to support the community but there are time constraints and other concerns that I have been made aware of. Let's continue to keep this thread productive. Egosoft, in my opinion, is being much more open and cooperative and I think I can say with certainty that many of us x fans would like that to continue. Let's not make them regret it.

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Post by BlackRain » Wed, 22. Oct 14, 15:17

wysiwyg wrote:
DaMuncha wrote:If this is all you have asked for out of the hundreds of commands people so desperately need, than your not doing your job right.
The OP is a volunteer as far as I know.
DaMuncha wrote:What were the parameters you were given for suggestions? "things that are allready in game and can be tweaked easily" or "Things that will only take me less than a few seconds to add".
Having played around with modding the game I can assure you that "NOTHING" added or changed in this game is easy or only takes a "few seconds". It's a living, breathing simulation and at the moment I get the impression that the engine is in its "naughty petulant child" stage! i.e. it works but any changes are often accompanied by unexpected behaviour that needs to be ironed out before it's released.

I for one am glad that this type of activity is happening and that lines of communication are being established between the developer and the game's enthusiasts. If nothing else this will help establish development priority so that modders can focus on areas requested but not at the top of the list.

Back on topic - one slight discrepency in the list so far in the first post is
15) Ship command to transfer a specific amount and type of cargo to another ship. (May be in scope but this may be difficult to implement because drones would have to be able to travel ship to ship which is probably possible but would require testing to make sure drones dock and undock correctly, etc.)
and
34) Freight exchange command. (Probably in scope)
Are these two commands not essentially the same thing? Both require some sort of filter in the available ships list as only ships with the same cargo type or universal storage could achieve this! Both require some sort of set up and interaction via a "menu" to achieve them.

@pref - I guess the no audio is a settings option rather than a command but I do agree with you that it's irritating. Also a multi-assign command would necessitate this to prevent multiple simultaneous voice messages.

Thanks for your post. To answer your question, yes, simple mistake. I probably was doing a few things and didn't notice once I got from 34 to 15. I'll fix it later if I can.

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Post by Trucifere » Wed, 22. Oct 14, 16:26

WoW ! very good initiative from ES ! thanks !

The modification I will add is for the 3 commercial orders queue in the detail menu of the ship :
- instead of "canceled all" we can canceled one by one the order by select and cancel it.

Thanks BlackRain !

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Post by Cabrelbeuk » Wed, 22. Oct 14, 16:46

BlackRain is moderator, not from ES staff :D .
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