[Feedback] XR where we are now.(vanilla)

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ubuntufreakdragon
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[Feedback] XR where we are now.(vanilla)

Post by ubuntufreakdragon » Thu, 11. Feb 16, 19:51

[Feedback base on cur.pub.beta+TO+HOL (vanilla)]a blue beta content marks beta features

Good things that work in general:
  • Surface elements
    • In X3 everyone hated it that you can't destroy e.g. the weapons of the while boarding or the engines of a too strong enemy, now you can.
    • It still would be nice to customize these more when build a new ship.
  • Compressing multiple Production into one Station
    • In X3 the one production only stations caused many issues, e.g. there wasn't a working way to supply all these stations with their own freighters.
    • now where we have multiple productions in one station this system is possible once again without cluttering complex tubes or small supply ships everywhere.
    • however it would be nice to have some specialization options in these precreated stations as some use only one choices e.g. Hightechfac: switch the chip module for a Y-quantum one.
  • beta content The new Trade Deals menu
    • it's a nice idea to make trading easier to access for new players, as it sorts tradeoffers by highest profit.
    • however giving the actual system or sector at the option to restrict it to a singe system or sector would be a nice addition.
Things that could be improved:
  • - Trade:
    • - AI:
      • - Specialized Trading Ships:
        • Ships specialized to e.g. one type of Cargo are completely useless for autotrade in the current game,
        • because one non specialized Ship is more than enough to supply any station,
        • but you can only assign a ship to one Station so if using specialized ships you would need 4 per station,
        • so the only way to make specialized trading ship useful is to allow multi-assignments.
      • - Mining Ships:(both gas and solids)
        • You don't need them as any trading ship with the correct drones and cargo can mine any resource OOZ,
        • so currently any mining ship is outclassed by the DV Hermod, extreme cheap, extreme Cargo size with bulk&liquid hybrid,
        • so you either have to restrict mining drones only to mining ships or add special surface elements that must be present for mining.
      • - trade execution:
        • Trading is too slow, yes it should take some time, but not that much,
        • there are some ways to improve this without loosing realism:
        • Cargo URV's should be used in a totally different manner than now:
        • - Quicktrade:
          • If the Trade requires less than e.g. 5 Cargo URV's the trading partner with the wares
          • starts 5 of them once they come closer than e.g. 5km
          • the other partner starts 5 empty Cargo URV's and the URV's instantly switch the ownership
          • if one of the partners doesn't have enough Cargo URV's the other partner will do this alone
          • however this way the URV's have to return to their owner.
        • - No need for Cargo URV's when trading directly:
        • if both partners decide to dock at each other (by any cause), there isn't really a need for Cargo URV's, better expand:
          1. a cable for Energy cargo
          2. a corridor for Containers
          3. a pipeline for fluids
          4. a housed conveyor belt for bulk
          • Stations in the same zone may trade directly with each other without using a ship via Cargo URV's.
          • other uses for Cargo URV's keep the same e.g. collecting wares.
        • consecutive Tradeorders with the same target shouldn't stack against the max Tradeorders limit, this would really help a lot when building stations.
        • - Automated Inter System Trade:
          • With beta content the new nice Warehouses there is some need for this at least for the player:
          • The inter system trade should however function in a differently way than the normal manager trade,
          • the mostly needed property is to make it more customizable than the manager trade,
          • it should be something like CLS2 in X3 or Traderoutes in Anno.
      • - Supply and DEMAND?
        • - Shipyards
          • Currently Shipyards are the only existing final ware consumer beside the DV Habitats
          • This leads to some odd situations, e.g. you can only sell one hightech ware if all the other ones are produced, too.(else the shipyard wont produce anything)
          • This system is neither dynamic nor realistic what we need is consume.(Fast Food, Clothes, furniture, Clocks, Phones, 3Dbeamers... something normal X inhabitants need)
          • My idea is to add consuming cycle's to all stations that modify the production speed (like SETA but not the productivity) of a Station, and produce some credits.(some are profitable and some not)
          • e.g. Life-support: Energy+Water+Food-> 1/4 of the wares average price in Cr.
          • e.g. Luxury Goods Nividium+Cut crystals -> max price of the wares in Cr.
        • - Weapon production:
          • The current system to create Weapons, causes some issues:
          • Weapons like Plasma beams aren't used at all while weapons like the small Ma guns are always out of stock.
          • If you add a new Weapon type e.g. an Ion cannon you would have to change all existing weapon productions.
          • The produced weapons doesn't represent all variations used on the ships and stations e.g. mk1-3 nor weapon mods
          • That's why I would prefer a different system, Weapon components:
          • Weapon factories should produce normed Weapon components instead these will be combined on demand at the shipyard into the actual weapon.
          • these components could be: small medium and big turret mounts, ammunition supply(for missile launchers), energy focuser's, particle/mass accelerators ... (just ask your fantasy)
          • this system would be more robust to: new weapons, weapon mods, weapons for small ships, combinations of big&item trading...
      • - Settings and micro management:
        • - mining range:
          • with the up coming beta content warehouses, it might be usefull to allow restrictions to the mining range, too.
          • As mineable wares can now be brought effectively for beta content warehouses, too.
          • And even the base game offers some unique stations that sell these wares.
        • - Ware management:
          • I have some ideas for new and expanded ware management settings.(a helpful picture)
          • First it would be nice to define storage borders for intermediate products when the manager should buy or sell them (picure 2. line)
          • It would also be nice to have the dynamic price system, but still be able to define price borders for it (picture 1. line)
          • between these the manager should select a price depending on the current storage.
          • being able to select how much cargo should be used per ware, while displaying the cargo consumed by other wares of the same type(picture 3. line)
    • - Fight:
      • - AI:
        • - combat behaviour:
          • one issue of combat AI is not to recognize the role of the ship it's controlling,
          • we need a generalized interface how ships can tell their AI how it should react.
          • I would use something like the following keyword system: artillery|broadside="directions"|antifighter|anticapital
          • artillery tells the AI to hold position once the first weapon can fire at the target
          • broadside tells the AI wish side should be turned to the primary target in close combat e.g. down for xenon capitals.
          • antifighter|anticapital give target prioritisations
          • all these should be stored as characteristics on the ship
        • - fleet behaviour:
          • if the group leader wishes to attack a target, it should tell it's escorts about it so that escorts with greater range than the leader can attack it first
          • e.g. a fullmecron with balor escorts.
          • if any ship of a group gets attacked by an enemy it should tell the leader about it so the hole group can react accordingly.
          • if enemies get to close(e.g. 8km) to a fleet/group the fleet/group should react by directly attacking them, before they can start shooting
        • - fleet refuel/resupply:
          • not even refuelling works properly at the moment, and resupply doesn't work at all
          • if a fleet leader gets a refuel order by any cause the hole fleet should refuel (1 as you can't give a refuel order to commanded ships) so the group stands together all the time
          • it should be possible to assign a trading ship to multiple fleets that uses the quicktrade (as mentioned above) to refuel and resupply the fleet, and waits at a safe location if not needed.
      • - balancing:
        • - Stations
          • NPC Stations are currently invincible especially OOZ and a hostile Station will shoot down any enemy OOZ nearly instantly.
          • This is especially annoying if a small ship just enters the system and boost towards the highway the station would IZ never hit it, I recommend adding a OOZ reaction-time.
          • Ships should damage station modules OOZ instead of trying to destroy the main hull (wish is only a derived value from the module parts)
          • Stations should be completely destroyable and than be rebuild instead of being repaired by only one Scoty.
          • Player owned stations should be able to use a engineer, too, however they should only repair surface elements and light damage (e.g. only the last 10%)
        • - Spawn:
          • Ships should be build if possible and not come from nowhere.
          • Priate ships should evade stations or jumpbeacons, and instead try to block navigation routes e.g. parking a triturel in a highway intercept boosting ships.
        • - Ships:
          • OL could need a frigate.
          • It could be nice to customize turret types and shield strength.
          • Carriers should be Carriers. :roll:
          • ships should start with a full set of personal if build in a shipyard.
    • - Build:
      • - buildorders:
        • buildorders should be stackable like tradeorders so the architect buys all resources at once and completes this orders one after another.
        • interface: build and equip are mutually exclusive so the can use the same button position. Use the free button for an undo last order.
      • - blueprints:
        • Blueprints should depend on the architect not on the CV. (this would be easier to understand, too)
        • the player should be able to buy blueprints to have them present on all architects.
        • a player owned shipyard would be nice, and somehow required to increase the overall demand of goods.
    • - Think:
      • - Minigame:
        • better no minigame than the current one, many x players aren't good at reacting fast, especially those concentrating on the trade part, so why a reaction minigame in the smalltalk???
        • make all essential minigame rewards buy or gain able by other matters, (tradeagents&skillimprovements)
        • btw. why it the minigame the only way to skill up you NPC's better would be: LEARNING BY DOING
      • - Having the last word for any action:
        • this might work for new players that don't understand everything, but please add an option to make these NPC's more independent.
        • If you have more than 20 stations you don't want to know that they have made some money.
        • If you have more than 100 Ships you don't want to activate refuel on each, and you wont never ever give your captain's a free dinner....
        • Please just add a big AI defaults menu to the game options: where you can en/disable any notification or piep your NPC's are doing or saying in general.
      • - Interface:
        • Being able to answer in dialogues without having to listen to the question, would be rally nice.
        • if your are giving complex orders to your property an than a small pirate thinks of attacking you, you will have to close all menus which can take up to 15sec if a dialogue is involved, kill this cockroach and redo your work.
        • I would instead add a toggle menu hotkey which hides all menus without closing them hit it again and they would be back.
(@Mods this topic is general feedback and discussion orientated mentioned beta feature are only a side note)
Last edited by ubuntufreakdragon on Tue, 16. Feb 16, 18:56, edited 29 times in total.
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XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist

radcapricorn
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Re: [Feedback c.p.beta+TO+HOL] XR where we are now.

Post by radcapricorn » Thu, 11. Feb 16, 20:06

ubuntufreakdragon wrote: Ships specialized to e.g. one type of Cargo are completely useless in the current game
Not true. One ship cannot be in multiple places at the same time. Several specialized ships can be sent simultaneously to different producers to grab different sales.
Mining Ships:(both gas and solids)
You don't need them as any trading ship with the correct drones and cargo can mine any resource OOZ,
Depends on playstyle. Some players would prefer manual mining to e.g. play the delivery missions or provide short supply boosts for local NPC producers.

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mr.WHO
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Post by mr.WHO » Thu, 11. Feb 16, 20:38

I do agree that specialised ships are useless and too much bother. I don't bother with them but stick with Scaldis and Lyranea (not to mention Lyranea is much more capable of self-defense). If only there would be M and L size universal freighters I'd be fully covered.

IMO it should be like that:
- universal freighters - most flexible, but most expensive cargo unit/$
- specialised freighters - less flexible but much cheaper cargo unit/$

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ubuntufreakdragon
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Post by ubuntufreakdragon » Fri, 12. Feb 16, 16:57

I think I done now. :roll:
My X3 Mods

XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist

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Marvin Martian
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Post by Marvin Martian » Mon, 15. Feb 16, 19:26

next time you could use the list tag
  • 1
    • 2
      • 3
        1. 4
          1. foo

Code: Select all

[list]
[*]1[list]
	[*]2[list]
		[*]3[list=a]
			[*]4[list=1]
				[*]foo
				[/list]
			[/list]
		[/list]
	[/list]
[/list]

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ubuntufreakdragon
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Post by ubuntufreakdragon » Mon, 15. Feb 16, 21:07

Good idea, learned one more thing. :roll:
My X3 Mods

XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist

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spankahontis
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Post by spankahontis » Tue, 16. Feb 16, 16:34

That's an impressive list of ideas. :D


For weapons, I think they should be classed as

- Small Turret Square (Hit/Ma, Hailstorm, Future expansion released weapons etc.)

- Medium Turret Square (Plasma/Ma, Future expansion released weapons etc.)

- Large High Powered Turret Squares (Plasma Jet, F.E.R.W etc.)

- Launcher Turret Squares (Swarmkillers, V-Launchers, F.E.R.W etc.)

- Shield Square (New range of Forcefield Projectors, MK1, MK2, MK3 etc. F.E.R.Shields)

- Large Shield Square (New range of Capital Force Projectors, MK1, MK2, MK3 etc. F.E.R.S etc.)


Fighters also need a reason to exist, I suggest.

- *New* Small Arms Fab that builds Fighter sized shields, weapons and missiles that are delivered to BTO Small Ship fabs.

- Again Fighters can be custom built the way Capitals will be to your tastes. A Nasio Fighter may have Inertial Hammers and fire Swarmkiller missiles; while others of the same Fighter make may have Particle Repeaters and fire Sunstalkers missiles.
Again all classified to certain Ships like Fighter class, Corvette class etc..
Ragna-Tech.. Forging a Better Tomorrow!

My most annoying Bugs list 6.0 Beta 4 + [All DLC]
--------------------------------
Nvidium Worshop Animation Enlarge Broken :(
Building Modules causes low frame rate :o
Massive Framerate drops freezing game! :doh:
Save Corrupted Fixed the Crash! :-D

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ubuntufreakdragon
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Post by ubuntufreakdragon » Tue, 16. Feb 16, 18:33

spankahontis wrote:Fighters also need a reason to exist, I suggest.

- *New* Small Arms Fab that builds Fighter sized shields, weapons and missiles that are delivered to BTO Small Ship fabs.

- Again Fighters can be custom built the way Capitals will be to your tastes. A Nasio Fighter may have Inertial Hammers and fire Swarmkiller missiles; while others of the same Fighter make may have Particle Repeaters and fire Sunstalkers missiles.
Again all classified to certain Ships like Fighter class, Corvette class etc..
If you use the weapon-component-system I mentioned above you don't even need a separate factory, just use the same components as for big ships but less and spare the turret mount.
My X3 Mods

XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist

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spankahontis
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Post by spankahontis » Tue, 16. Feb 16, 19:18

ubuntufreakdragon wrote:
spankahontis wrote:Fighters also need a reason to exist, I suggest.

- *New* Small Arms Fab that builds Fighter sized shields, weapons and missiles that are delivered to BTO Small Ship fabs.

- Again Fighters can be custom built the way Capitals will be to your tastes. A Nasio Fighter may have Inertial Hammers and fire Swarmkiller missiles; while others of the same Fighter make may have Particle Repeaters and fire Sunstalkers missiles.
Again all classified to certain Ships like Fighter class, Corvette class etc..
If you use the weapon-component-system I mentioned above you don't even need a separate factory, just use the same components as for big ships but less and spare the turret mount.


Still be nice to have a smaller variant to Shipyards.
Ragna-Tech.. Forging a Better Tomorrow!

My most annoying Bugs list 6.0 Beta 4 + [All DLC]
--------------------------------
Nvidium Worshop Animation Enlarge Broken :(
Building Modules causes low frame rate :o
Massive Framerate drops freezing game! :doh:
Save Corrupted Fixed the Crash! :-D

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