The most important thing for you in an X game

This forum is the ideal place for all discussion relating to X4. You will also find additional information from developers here.

Moderator: Moderators for English X Forum

firstprice
Posts: 11
Joined: Sat, 16. Nov 13, 03:05
xr

Post by firstprice » Sun, 3. Dec 17, 01:03

Not THE most important, but pretty important: Being able to quickly navigate menus without having to dock and leave your ship for everything. This gets pretty important near late game when you have to much stuff to manage.
i.e not like the trading agent stuff in rebirth.

Unsure if they've said anything about it so far, but I know you'll be able to dock and walk around which is cool, but I hope it's possible to manage most stuff quickly.

vkerinav
Posts: 622
Joined: Sun, 11. Apr 10, 21:38
x3ap

Post by vkerinav » Mon, 4. Dec 17, 02:24

Sexy bulges.

On the men. I mean, I'd prefer 'windows', but I'll take what I can get.

RainerPrem
Posts: 3561
Joined: Wed, 18. Jan 06, 07:39
x4

Post by RainerPrem » Mon, 4. Dec 17, 05:34

vkerinav wrote:Sexy bulges.

On the men. I mean, I'd prefer 'windows', but I'll take what I can get.
LOL! :-)

Rainer

DJC
Posts: 208
Joined: Sat, 9. Apr 05, 17:19
x4

Well its good to be back

Post by DJC » Tue, 5. Dec 17, 00:22

looking forward to a new and exciting game.
So things I would like to see:

Ship steering to go back to the way it was in the pre rebirth days or at least having that option.

Going back to X2, I remember being able to do some customization in the cockpit of your ship, like putting up a picture of a family member or a friend. So interior ship personalization would be cool.

I know it wont happen but planet exploration and coop would be nice. Both an expectable sacrifice to stay away from multi player and PVP though.

The universe to return to its original state just bigger and more sped out, and of course a different configuration. Rebirth seamed much smaller ( I know you probably don't agree) it was just that the space did not feel the same. Pre Rebirth games (while I loved them all) felt bigger just that everything was so close together in each sector.

Owning and flying any ship again, looks like we have that good job Egosoft.

A must have is save capabilities, AND NO permadeath unless a separate starter option.

Since the name of this version "Foundations" indicates future possibilities.
It would also be nice if the option to continue with your old game and stats for the next release. I had always wished I could have just continued X2 into X3 and so on.
Just an idea for the future of great games to come.

Almost forgot, since I am building a new PC with VR in mind in 2018 I think VR would be an assume addition for this game.

Anyway thanks Egosoft and all involved for listening to the feedback, supporting your base and bringing back our game. While I was a supporter of Rebirth it was just not the same, and never should have been put in as a replacement for an X game :!:
Attention: All of your ships are under attack

adeine
Posts: 1090
Joined: Thu, 31. Aug 17, 17:34
x4

Post by adeine » Tue, 5. Dec 17, 10:22

vkerinav wrote:Sexy bulges.

On the men. I mean, I'd prefer 'windows', but I'll take what I can get.
You'll have to wait for the Boron DLC *wink wonk* :boron:

vkerinav
Posts: 622
Joined: Sun, 11. Apr 10, 21:38
x3ap

Post by vkerinav » Wed, 6. Dec 17, 03:55

adeine wrote:
vkerinav wrote:Sexy bulges.

On the men. I mean, I'd prefer 'windows', but I'll take what I can get.
You'll have to wait for the Boron DLC *wink wonk* :boron:
No. Absolutely not. I want to see... uh... I can't seem to remember any attractive male characters in the series. Maybe Egosoft can write one in? Someone who can do his own laundry?

No, I'm fairly sure that's not feasible. I mean, is there even anyone on the Egosoft staff that can do their own laundry?* And you should write what you know, right?

*Joke. Of course, the rest of this post is completely serious.

Graaf
Posts: 4155
Joined: Fri, 9. Jan 04, 16:36
x3tc

Post by Graaf » Wed, 6. Dec 17, 07:37

Having the Walking part being limited to only cut-scenes. It is just limiting the further development of any future games.

schedarx
Posts: 22
Joined: Fri, 16. Dec 16, 23:02
x3ap

Post by schedarx » Thu, 7. Dec 17, 16:17

Definitely the most important thing is to replace Betty's voice ;)
Apart from that I just need upgraded X3 with nice and responsive interface. I want to build an empire with stations and trading being able to impact global economy and politics. Modding is mandatory.

vkerinav
Posts: 622
Joined: Sun, 11. Apr 10, 21:38
x3ap

Post by vkerinav » Fri, 8. Dec 17, 03:05

schedarx wrote:Definitely the most important thing is to replace Betty's voice ;)
Biff.

Fleabum
Posts: 145
Joined: Wed, 24. Dec 03, 21:44
x4

Post by Fleabum » Fri, 8. Dec 17, 16:17

I would love a truly sandbox procedural universe, advanced AI, in depth trading, fleets, technologies, stations. Imagine X3 with the best bits of Elite, Eve, Civilization: Beyond Earth and Cosmoteer.

My ideal starting point would be forgetting:-
Any UI of X-Rebirth
Any Gameplay of X-Rebirth
Any Controls of X-Rebirth
Single ship idea
Travel lanes and hidden loading screens
Any minigames
Any mindless walking and interaction with NPC

Hell we could make it easier, just forget last four years of X-Rebirth. Well no, not strictly true, remember how bad X-Rebirth is and never repeat any parts of it. As you can guess I am very Anti Rebirth, it ruined the X Universe for me. I just hope EgoSoft go back to the X3 model of game and make X4 what Rebirth should have been.

Go back to grassroots X3 then build upon this with:-
graphical spit and polish
advanced UI
Procedural generated universe
easy community modification
VR as an integral aspect, not a bolt on
Game to have a can do attitude, not a can't do (hate being forced to do things, very anti sandbox)
free flowing station design (think massive structures that can build carriers from base materials to rolling out the spacedock, fully armed)
free flowing ship design (Cosmoteer type idea)
Remove forced 1st/3rd person walking of ships (or at least make it an option to turn it on for those who like it)
The list goes on and on.....

**fingers crossed for X4**

Regards
Flea

Rei Ayanami
Posts: 3333
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Rei Ayanami » Fri, 8. Dec 17, 20:26

Fleabum wrote:Procedural generated universe
What exactly do you mean with this?
A universe that keeps expanding the more you fly in one direction with potentially an unlimited amount of sectors, or a universe where the amount and names of sectors are fixed, but the order/distribution is randomized at the games start?
If it's the former, i think while procedural generation of sectors is interesting, it has the danger of making each sector less unique and less memorable. If you have a million procedurally generated sectors, chances are you won't remember many of them, if any. On the other hand, if you have only 50~100 uniquely crafted sectors the developer can create alot of unique designs that are memorable.
free flowing station design (think massive structures that can build carriers from base materials to rolling out the spacedock, fully armed)
So you want a shipyard that builds carriers made out of Bofu? :roll:
But to be serious : Do you mean a shipyard that takes energy cells, iron ore, silicium and spits out fully crafted carriers? The idea is interesting, but what would be the point of other stations if a single station can singlehandedly produce fully armed carriers, without needing any supplies from other stations? It would practically make any other station useless, since almost all stations purpose is to be part of the ship and weapons production chain.

Fleabum
Posts: 145
Joined: Wed, 24. Dec 03, 21:44
x4

Post by Fleabum » Fri, 8. Dec 17, 21:47

Rei Ayanami wrote:
Fleabum wrote:Procedural generated universe
What exactly do you mean with this?
A universe that keeps expanding the more you fly in one direction with potentially an unlimited amount of sectors, or a universe where the amount and names of sectors are fixed, but the order/distribution is randomized at the games start?
If it's the former, i think while procedural generation of sectors is interesting, it has the danger of making each sector less unique and less memorable. If you have a million procedurally generated sectors, chances are you won't remember many of them, if any. On the other hand, if you have only 50~100 uniquely crafted sectors the developer can create alot of unique designs that are memorable.

I mean that the sectors have the ability to change every time you play, possible based upon a seed. If the races, starting locations, systems and inter species relationships are randomised it will give X4 unlimited replayability as each and every universe will be unique (well, based upon the seed ofc). This could also be based upon size values that you enter, customise a small or large universe, large universes for those with the hardware to handle them, and smaller for those with lesser machines. A small densely populated universe where you can jump right into the thick of it, or a sparsely populated universe that would grow and develop over time, akin the the Game of Life computer modeling.
free flowing station design (think massive structures that can build carriers from base materials to rolling out the spacedock, fully armed)
So you want a shipyard that builds carriers made out of Bofu? :roll:
But to be serious : Do you mean a shipyard that takes energy cells, iron ore, silicium and spits out fully crafted carriers? The idea is interesting, but what would be the point of other stations if a single station can singlehandedly produce fully armed carriers, without needing any supplies from other stations? It would practically make any other station useless, since almost all stations purpose is to be part of the ship and weapons production chain.
I mean a station that you can bolt on until you have the required result. So if you are planning a station to produce a certain ship type you would need that station to provide each and every component the finished ship would require. For example, for a space station to produce small fighters you could have ore processing, metal plate fabrication, hull construction. That would just be for the hull, then you would need the engine, electronic systems, weapons, so you would require modules for each of these.

If the stations are fully modular, you could start of making just ore till you can afford to purchase the next module, then you space station could then produce ore or the metal fabrications. Further on you purchase the hull construction factory, then your station could produce raw metals or hull fragments. Each part of the station would require crew/resources like power/water/food, and these would have to be built along side the factories.

Stations could also have other facilities like crew training, mercenaries/marines, station defence and shield modules, ect ect... I am thinking long term planning/building of massive player run stations.

Regards
Flea

grayx
Posts: 110
Joined: Sun, 2. Oct 05, 02:46

Post by grayx » Fri, 8. Dec 17, 22:48

Fleabum wrote:<snippy..>

free flowing station design
[...]

**fingers crossed for X4**

Regards
Flea
I like that idea about "free-flowing stations", although I must admit just not in a way you envision it.

I find it logical that stations can grow dynamically if they are profitable.
For example, SPP can grow from "M" to "L" and eventually "XXL" if there is a market. The same applies and vice-versa: no profit and the station will eventually dwindle. Unless it's something special. And, Imho, I think it's technically (relatively) easy to do. That certainly gives a dose of dynamism to the universe, but at the end of a day, it all depends how the economy would be implemented and how a NPC/stations "profitability" would be represented and impact the universe.

StoogeR
Posts: 44
Joined: Wed, 18. Jul 07, 17:20
x3tc

Post by StoogeR » Sat, 9. Dec 17, 03:01

I'm not sure about procedural generation. We already have many games trying that and for me it always gets boring much quicker than smaller hand crafted content. Some mix of both worlds maybe. Hand crafted core systems with some randome/procedural secondary systems making exploring a little more... exciting ("wtf is that xenon station doing here!?" "this highway was here last time").
100% against infinite/finite procerdualy generated universe. Not for an X game.

I'd like to see (like OP) improvements to AI. I'm playin XR right now and even after so many updates the AI sometimes behaves weird. Xenon K shoting at Fedhelm? What fedhelm is doing? He is trading with station waiting in line to dock. Won't try to run/jump/whatever, he just sits there and do nothing. The "enviroment", other ships also won't do anything to help. No reposnse from zone owner at all. I know it's probaby very difficult (maybe most difficult) task but competent AI could make so much difference.

I'd also like to ditch the highways. Cap ships already have "cruise engines", why can't smaller ships have them? Highways were ok in freelancer (still... I wasn't a fan) but I just don't like this XR spaghetti version.

No fake traffic, not that much at least. X3 had this well balanced. Few civilian ships, flying instructors, plumbers, whatever flying here ahd there but no hudnrets of ships flying from one station to another like in XR.

No magic teleporters/whatever. I don't know if I understood this right but in X4 announcment trailer someone talked about takig over any ship anytime anywhere. It's nothing gamebreaking of course but I prefer classic "you are where you are and you can't magically appear somewhere else". If I need to fly somewhere then I have to fly somewhere.

Whatever it will be X4 looks great so far and I will probably buy it no matter what.

DaMuncha
Posts: 1394
Joined: Mon, 1. Nov 10, 10:00
x4

Post by DaMuncha » Sun, 10. Dec 17, 21:52

vkerinav wrote:
schedarx wrote:Definitely the most important thing is to replace Betty's voice ;)
Biff.
Hey McFly! Go attack that Xenon XL. Or are ya chicken?!?!

BAWK!

zanosg
Posts: 150
Joined: Sat, 27. Jun 15, 07:20
x3ap

Post by zanosg » Wed, 13. Dec 17, 23:07

As I have said. If there is no "classic mouse mode" for us with mouse and keyboards im not buying the game. I dont care how good it will be. Its unplayable for me without this basic function.

DJC
Posts: 208
Joined: Sat, 9. Apr 05, 17:19
x4

Post by DJC » Wed, 13. Dec 17, 23:38

zanosg wrote:As I have said. If there is no "classic mouse mode" for us with mouse and keyboards im not buying the game. I dont care how good it will be. Its unplayable for me without this basic function.
Would I be correct in saying that you do not want the ship to react like it does in Rebirth, but would rather have the ship react like it did in the previous games. No curser, move mouse - move ship? If that is what you mean then I completely agree I cant stand the "new" steering method most games space games have adopted as of late.
Attention: All of your ships are under attack

Challenge
Posts: 85
Joined: Sat, 22. Mar 08, 21:56
x4

Post by Challenge » Thu, 14. Dec 17, 03:43

I prefer to fly with a joystick, at least with small and medium sized ships, although it works for bigger ones as well. That's an important consideration for me, but not a deal breaker necessarily.

I don't particularly mind the highways, but I mostly used them moving between sectors. I found it more entertaining and profitable the few times I opened up X:R to move between zones in open space playing what many called the scanning "mini-game." Using the scanner was a bit repetitive (tedious? at times), but if you're going to be a scavenger you do what you gotta do.

Definitely want to fly everything. Was very disappointed in X:R when I couldn't push my huge freighter around myself.

I'll be interested in seeing what specialists I can get to work on board my ships.

And last, what someone mentioned earlier about being able to choose my own direction, write my own story, is the essence of what a sandbox game should be. Looks like X4:F is heading that way, so I'm in.
"I know you think you understand what you think I said,
but I'm not sure you understand that what I said wasn't what I meant."

Unknown, brother of Anon.

vkerinav
Posts: 622
Joined: Sun, 11. Apr 10, 21:38
x3ap

Post by vkerinav » Thu, 14. Dec 17, 14:06

DaMuncha wrote:
vkerinav wrote:
schedarx wrote:Definitely the most important thing is to replace Betty's voice ;)
Biff.
Hey McFly! Go attack that Xenon XL. Or are ya chicken?!?!

BAWK!
And we have this awesome little twitch minigame where we're constantly trying to adjust its personality by hitting it with a spanner.

You know, I think I'll wait for X5...

User avatar
JSDD
Posts: 1378
Joined: Fri, 21. Mar 14, 20:51
x3tc

Post by JSDD » Thu, 14. Dec 17, 14:57

The most important thing for you in an X game
the fact that it's a space sandbox with beautiful environment in which not all is about trading, fighting, building or thinking, but a mix of it, YOU choose how much of trading, fighting, building or thinking you want to do ... plots guide you through the gameplay features and missions of all sorts (generic, corporation-offered, war, plot) are available. AND mods of all sorts tried to improve some aspects of the game ...

the most disappointing fact(s): the AI (in X3R/TC/AP) was very stupid in terms of path finding / flight control (especially in combat situations), and there was no such thing like "intelligent adversaries" with a bigger "plan". and the interaction between player and NPCs was limited to

1. where is the next shipyard ?
2. where is the nearest equipment dock ?
3. go f**k yourself, dude !

nothing more ... regardless if you are boarding the ship, doing a mission for it, want totrade stuff or whatever .. no other options, but so many other ships ...
To err is human. To really foul things up you need a computer.
Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.


Mission Director Beispiele

Post Reply

Return to “X4: Foundations”