X4 - ten questions for developers

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Nikola515
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Post by Nikola515 » Fri, 28. Apr 17, 19:47

Will there be any old ships designs in X4 ? Something like X3 ATF, Teladi and Xenon capital ship designs.....
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....

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Post by Skeeter » Sun, 30. Apr 17, 02:47

I hope x4 might go back to single stations and try to be race uniue like say the variance of the trading stations of x2. Internal docking like in x btf or x2 maybe coming back? Can we have the teladi sound and look like on the monitors like those from xbtf specifically the first meeting of one at the start as they were cool back then and the latest ones are no where near as cool sounding.

Also cargo extensions, old fashioned seta would be good. Bring back the old nav maps and gates, didnt like the new traveling and map system used in rebirth.

Biggest thing for me is plot tho. Please avoid spending loads of time on detailed real working stations with start and finish processes, plot should have best slice of the cah budget then art assets/sounds then functionality i.e simplify stations like the old games and bring back old gameplay. Actually how about a xbtf remaster then x2 remaster in 1 game lol.

From a moaner of modern x games except the first few which i thought were the best x games. lol
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mr.WHO
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Re: X4 - ten questions for developers

Post by mr.WHO » Tue, 2. May 17, 18:06

linolafett wrote:
mr.WHO wrote: 8 ) Will any missing race from X3 return (I don't ask which one, simply yes or no)?
Yes.
In XR we had a full argon and teladi set with ships/stations and chars.
In X4 a full new set is being added.
Hmm. In XR We have full Argon and Teladi set as well as partial Terran and Split sets.

This means only Paranid and Boron are on the table (As much as I'd love to see Solar System and normal Terrans again).

Between these two Boron are much more technically demanding due to their diffren physiology that would make Boron station interiors and NPCs more complex. Unless Boron station interiors would only include non-aquatic species sections and Boron NPC in non-boron station would be in some kind of "walking dry-suit".

Therefore I think Paranid is more safe option and maybe Borons as DLC.

Commander_K
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Post by Commander_K » Tue, 2. May 17, 18:45

Actually we have to Argon sets: Albion and Omicron Lyrae.

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Post by Artean » Wed, 3. May 17, 11:23

Thanks for the answers! No doubt, the direction of X4 seems VERY promising.
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Post by Slashman » Thu, 4. May 17, 23:46

I'm quite pleased with what I heard in this thread so far.

Crossing my fingers that the devs can pull this off and make X a series I want to invest in again.
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Axeface
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Re: X4 - ten questions for developers

Post by Axeface » Fri, 5. May 17, 23:02

mr.WHO wrote: Hmm. In XR We have full Argon and Teladi set as well as partial Terran and Split sets.

This means only Paranid and Boron are on the table (As much as I'd love to see Solar System and normal Terrans again).

Between these two Boron are much more technically demanding due to their diffren physiology that would make Boron station interiors and NPCs more complex. Unless Boron station interiors would only include non-aquatic species sections and Boron NPC in non-boron station would be in some kind of "walking dry-suit".

Therefore I think Paranid is more safe option and maybe Borons as DLC.
I dont agree that Boron are more technically demanding, the lore states they use gravity suits to float around, meaning they could actually be less demanding in regards to animation. Like you said, their ships and stations could have areas designed for non-aquatic aliens to visit, which would mean that they would be the same amount of work as adding any other species.
I've long complained about the lack of Boron, I think their ships and even their politics are an integral part of X, and they are my favourite race. Their ships also (imo) are the most beautiful and interesting and add a lot of flavour.
I'm really sad to see that we are only getting one more race, because while I completely disagree I would also assume that if given the choice between those 2, ego are going to go with Paranid. I love the Paranid too, really wish we could get them all :(

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Post by CommanderTM » Sat, 6. May 17, 14:56

Is there any text that i can read that explains whole x universe and races withhout reading books or long texts? I would just like to get few paragraphs to explain everything in a simple way. Video would be nice too...

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Post by Falcrack » Sat, 6. May 17, 15:17

Question: Will the release of X4 be prior to the release of Star Citizen beta?

My guess is yes.

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Post by X2-Illuminatus » Sat, 6. May 17, 15:18

CommanderTM wrote:Is there any text that i can read that explains whole x universe and races withhout reading books or long texts? I would just like to get few paragraphs to explain everything in a simple way. Video would be nice too...
You know, recommending texts, which you don’t have to read, is always somewhat difficult. :P "Section B: Historical Events" of the X-Encyclopedia provides a short (30 pages) overview of the history of the X-Universe.

The X3 Terran Conflict intro is worth a look too.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten

Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)

Neuauflage der fünf X-Romane als Taschenbuch

The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!

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mr.WHO
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Post by mr.WHO » Sat, 6. May 17, 16:55

Falcrack wrote:Question: Will the release of X4 be prior to the release of Star Citizen beta?

My guess is yes.
Well, considering the amount of things that are not yet ready (e.g they mentined that they can't show any screenshots yet because models are wip) I'd say we are at least 2 years till X4 release.

This means that it might be that Star Citizen single player module will be released by then.

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ezra-r
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Post by ezra-r » Mon, 8. May 17, 22:59

I liked the answers we got here. Keep asking people! :lol:

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BigBANGtheory
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Post by BigBANGtheory » Tue, 9. May 17, 10:49

I've only really one question this time around for X4, but it is a big one (arguably controversial) left intentionally vague so its easier for ES to answer....

Q: Will Egosoft incorporate and act on a robust plan for User Experience testing i.e. the testing and scoring of gameplay elements and features for quality, being fun, engaging and entertaining as opposed to functionally working?

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Nick 031287
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Post by Nick 031287 » Tue, 9. May 17, 15:47

i was really hoping they would get rid of those silly highways!!!!! the ones between zones anyway.... why not just feature a full blown solar system we get to cruise around in???

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ezra-r
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Post by ezra-r » Tue, 9. May 17, 15:58

@BigBANGtheory has made a very important question
Nick 031287 wrote:i was really hoping they would get rid of those silly highways!!!!! the ones between zones anyway.... why not just feature a full blown solar system we get to cruise around in???
highways are not a "bad idea", specially if they save you travel time from one landmark to another, convoluted ones, fake traffic and similar can ruin their experience though.

They have said they are making straight highways, and from that I get they are trying to make them practical, which is a very good thing, it's either that or warp/cap boost, but we need a method for faster space travel in a straight line.

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Nick 031287
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Post by Nick 031287 » Tue, 9. May 17, 16:50

ezra-r wrote:@BigBANGtheory has made a very important question
Nick 031287 wrote:i was really hoping they would get rid of those silly highways!!!!! the ones between zones anyway.... why not just feature a full blown solar system we get to cruise around in???
highways are not a "bad idea", specially if they save you travel time from one landmark to another, convoluted ones, fake traffic and similar can ruin their experience though.

They have said they are making straight highways, and from that I get they are trying to make them practical, which is a very good thing, it's either that or warp/cap boost, but we need a method for faster space travel in a straight line.
well as i said the super highways are fine.... but the zone ones are terrible. and unnecessary they get in the way of alot of things. it would have been better they just come up with a interplanetary drive instead, and have a entire solar system to explore.... rather then having factorys all clumped up in 1 place which is stupid....

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ezra-r
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Post by ezra-r » Wed, 10. May 17, 20:29

I'd like to know if building factories will be favoured to do from the ground up, and not like in Rebirth, in which you must start with the most complex factories to earn before the moxt complex ingredients run out of the economy because they pre-exist, not being generated like in a real economy (very slow and take ages, so very inefficiently)

As in.. a wheat complex would require manually mined minerals and simpler ingredients to build + factory robots/drones, whereas more complex product like missile would require minerals, products manufactured with minerals, chips, etc.. + factory robots, etc.

This is, encourage players to build the simpler factories first being *less dependable* on very complex, more expensive products like it happens in Rebirth now.
Last edited by ezra-r on Fri, 12. May 17, 12:31, edited 1 time in total.

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spankahontis
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Post by spankahontis » Wed, 10. May 17, 22:50

Nick 031287 wrote:
ezra-r wrote:@BigBANGtheory has made a very important question
Nick 031287 wrote:i was really hoping they would get rid of those silly highways!!!!! the ones between zones anyway.... why not just feature a full blown solar system we get to cruise around in???
highways are not a "bad idea", specially if they save you travel time from one landmark to another, convoluted ones, fake traffic and similar can ruin their experience though.

They have said they are making straight highways, and from that I get they are trying to make them practical, which is a very good thing, it's either that or warp/cap boost, but we need a method for faster space travel in a straight line.
well as i said the super highways are fine.... but the zone ones are terrible. and unnecessary they get in the way of alot of things. it would have been better they just come up with a interplanetary drive instead, and have a entire solar system to explore.... rather then having factorys all clumped up in 1 place which is stupid....

Immersion wise they make allot of sense for smaller ships that can't fit jumpdrives to get around to work.
They give the indication of a civilization that has established itself in that region of space.
Core systems should have them, Border Systems however should not.

What I'd like to see is the ability to build your own highway system in a region of space you claim as your own (Or choose not to).

Highways are a Marmite feature some love them, overs hate them.. I think we can cater to both sides by giving equal representation for both with the Core/Border narrative; satisfy both sides.

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Post by gbjbaanb » Sat, 13. May 17, 18:16

The thing with highways was that were supposed to be a quicker way of navigating between sectors (and within sectors) than the old warp gates.

Trouble, is, the warp gates made a lot more sense, were easier to work with and didn't get in your way.

So we might as well just bring them back and have done with it. Within a sector, the cruise drive should make an appearance instead - turn on cruise, wait for shields and weapons to go to 0, and then off you go in a big straight line. not much different to highways, except you won't have to slowly navigate to enter one.

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Post by spankahontis » Sun, 14. May 17, 21:53

gbjbaanb wrote:The thing with highways was that were supposed to be a quicker way of navigating between sectors (and within sectors) than the old warp gates.

Trouble, is, the warp gates made a lot more sense, were easier to work with and didn't get in your way.

So we might as well just bring them back and have done with it. Within a sector, the cruise drive should make an appearance instead - turn on cruise, wait for shields and weapons to go to 0, and then off you go in a big straight line. not much different to highways, except you won't have to slowly navigate to enter one.

Smaller ships that don't have boosters that need those highways to get from A to B. People that live in civilization, with jobs and lives etc.

Border Systems should be more like the Wild West with little to no Highways except Super Highways.

Personally highways would be great if you could build them yourself and even destroy them to cut off supply routes in war zones.
Just as you have placeholders for Stations you have them for highways and Super Highways.

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