Next steps in the evolution of X4: Foundations

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Riccardoman
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Re: Next steps in the evolution of X4: Foundations

Post by Riccardoman » Sun, 5. Jan 20, 01:16

Agree with all the 7 suggestions
New interiors are much needed to give the idea that the stations are just not empty polygons
But at the moment I would prefer all the devs to focus on expanding the base assets (new ship types, new races, new weapons and engines, new sectors) so the modders will have more things to work with and can come up with an X4 XTM

Skeeter
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Re: Next steps in the evolution of X4: Foundations

Post by Skeeter » Sun, 5. Jan 20, 01:44

If ego wants a reason for more areas you can walk like on the ships, why not have a engineering room, it would be nice to see a sorta trek styled engine room with the core running (or simpler version from ENT) and what to do there, well you can gather parts/mods from around the universe as in unique finds or from npcs for the goods ones or basic ones from equip docks and install them personally in sorta hotspots around the engineering area like a console you just go up to hit a key select from a list you are carrying and click install. Then you have say +10 shield power or +5 weapon power etc. Something like shield, speed or firepower mods with 3 locations in engineering to install.

Maybe a ten forward on cap ships where you can sit down look out the window have a drink or convo with a npc while looking at the stars while ai pilots ur ship during a trade run.

A hold where cargo goes, well imo instead of instant cargo on and off ship when buying and selling perhaps you can load the cargo yourself, could be a fun mini game using a lifter or anti grav mover to load em etc. Could be used as a pirating tool later if funds allow ego to expand it as in piracy on stations i.e go to a docked cap ship and nick their stuff. Needs some sorta police guard protection on station or cameras to not make it so easy with sorta timing between patrols or scan directions. No hacking mini games tho as i dont like those unless its just to open the door to cargo bays which lets say u just have a item like a door decrypter u need to use no puzzles or anything tho.

People can either do these things or not, no need to but the risk vs reward might make ppl want to try and so if offered ingame ppl might use them. It is a sandbox after all.

Finished the game and polish it first but these things can be considered later if funds allow and some ppl at ego might wana impliment in their spare time if they thing there good things to add in like some devs do.

I think star citizen might have some of these things too but but game devs borrow ideas all the time from other games, ego has of course a few times in the past and im sure others have borrowed from ego.

Anyhow cbj said its unlikely without good gameplay reason, well there some are. Plus there is always during a fight u can get a ai to pilot to flee while u go down to engineering to say use a repair laser on stuff thats dmged and try to get things back quicker by doing it urself if the ai crew in there is busy doing other things. So theres another good one, keep those engine and shields up why fleeing.
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Ynesra_Voles
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Re: Next steps in the evolution of X4: Foundations

Post by Ynesra_Voles » Sun, 12. Jan 20, 12:17

Hello! More assets is nice, but the hard drive is not made of rubber, and in 1000 ships it will always be just two that are most favored. Other 998 will be just gimmicks which you will only destroy/sell/automate-n-forget. Also, new assets are a biggest pain for developers cuz the difficult design process.

After 100+ hours in X4 since launch I came to the same problems as many mentioned here: Nothing interesting to do. Of course, there are global wars somewhere and you can eliminate an entire faction... But why should you? You can easily get max affinity with everyone build a huge trade empire and put game universe in a state of utopian singularity where NOTHING HAPPENS.

So, my suggestions to gameplay changes will mostly focus on story part:
Affinity missions! Want to get access to military grade equipment/cap ships - show your affinity by carrying out a devastating attack against factions adversaries. Like wanna be “Hero of Federation”? Destroy a Paranid cruiser... and become -5 with Godrealm of Paranid. And if you want to buy a Paranid Cruiser - be ready to hit some Argons... and become their enemy.

Also, a very rare and expensive, and illegal ship ID-scrambler would be nice.

Further, some ships like Quazar can be removed from shipyards and become unique rewards for some quests.
Also, there can be invented some “science” expeditions in order to obtain some derelict tech, unique weapons, unique ships from the outreaches of xenon/khaak sectors. It can be like 7 missions from Mahi Ma where the 7th is about capturing a Xenon J. (I mean, step-by-step mission with objectives like “buy a fleet” and “train marines to 5 stars”!) Then transporting it to HQ to build in a life-supporting infrastructure. Though a special script would make all peaceful factions hostile to this ship if it shows up in their space.

Further, through the time of the game all of factions may have own research departments working in order to unlock more powerful shields, lasers and other equipment. Like as a player to see Pulse Lazer MK2 you can either wait 30 hours of in game time or aid a faction through some quests like “capture a scientist!”. And so all factions will upgrade until MK10 equipment at the 1000th hour of one game. Or a bit earlier if the player is actively helping... or capturing all scientists across the universe to run her own arms race.

Lastly, I would love to see some upkeep requirements on ships. Like personnel cost 2000-50000 per 5 in-game hours depending on skill level, cap ships need to constantly refuel and support ships are these huge warehouses with ship-related wares as consumables that can heal any friendly ship in 5km proximity. It will put some pressure on player to get a big, working infrastructure in order to sustain a fleet. Not all players will like it, but you can call it a “Realism Mode”.

Best regards!

PS: Egosoft, please, create a poll and if majority of community approves add micro transactions for cosmetics cuz I would happily pay 1-2$ for a good looking unique skin or a alternative cockpit with some optional decorations.

tomchk
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Re: Next steps in the evolution of X4: Foundations

Post by tomchk » Sun, 12. Jan 20, 15:16

I do like your research proposal involving other factions actually progressing and you potentially helping or hurting those efforts.

Treebie
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Re: Next steps in the evolution of X4: Foundations

Post by Treebie » Thu, 16. Jan 20, 03:41

Ynesra_Voles wrote:
Sun, 12. Jan 20, 12:17
PS: Egosoft, please, create a poll and if majority of community approves add micro transactions for cosmetics cuz I would happily pay 1-2$ for a good looking unique skin or a alternative cockpit with some optional decorations.
Oh god please no micro transactions in-game. We want to evolve here not spiral into darkness. If they do wish to do it though, I opt for out-of-game DLC purchase for a pack of something like that.
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Felicitus Bigbeaver
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Re: Next steps in the evolution of X4: Foundations

Post by Felicitus Bigbeaver » Thu, 16. Jan 20, 09:51

Being friends with all folk bothers me.

Maybe we have starts where the player has grudge against one or two of the races and is rewarded financially when he helps against them somehow. Trading with a rival or helping a rival. Destroying property or members of that race. Extra points if they don't notice and you are their friends. Muahahahaha

alexthespaniard
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Re: Next steps in the evolution of X4: Foundations

Post by alexthespaniard » Sun, 19. Jan 20, 17:05

I agree with everything you comment. But not about microtransactions. It is clear that they need a minimum job in terms of diplomacy. It cannot be that a faction grows, is the number one threat in the universe and that everyone don’t care about you. Your character should have some relevance.

There must also be a balance in the game. I don't know if in the form of maintenance, treaties or more real threats. But the number of elements in a game should have an editable limit for the user at least. In my case I would like to enjoy the game at more than 30 fps with some sense. At the beginning I go to 60 fps with the maximum graphics. I do not ask that this always be at 60 but more than 30 if it should be a guarantee with a 2080 traffic.

Also not because of the fact that the game is fluid. but because there is a point that making ships without stopping has no meaning. Because there is no threat that can stop you. building ships and stations to infinity makes no sense.

Cyron43
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Re: Next steps in the evolution of X4: Foundations

Post by Cyron43 » Sun, 19. Jan 20, 18:52

I would like more ship interiors (not just the cockpits) and a design which matches the staff capacity. I mean, even the tiny callisto can hold 2 additional crew members, but where??? This is ridiculous!
I know X4 can never come close to Star Citizen, can it? Anyway you get an idea of what I have in mind.

alexthespaniard
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Re: Next steps in the evolution of X4: Foundations

Post by alexthespaniard » Sun, 19. Jan 20, 19:26

Cyron43 wrote:
Sun, 19. Jan 20, 18:52
I would like more ship interiors (not just the cockpits) and a design which matches the staff capacity. I mean, even the tiny callisto can hold 2 additional crew members, but where??? This is ridiculous!
I know X4 can never come close to Star Citizen, can it? Anyway you get an idea of what I have in mind.
X4 feels better for me I have confidence with Egosoft Team they step by step and listening the community will get the best space game ever. We don’t need a Stellaris or a Star citizen we need a half and half one player X4 with his own personality.

Rei Ayanami
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Re: Next steps in the evolution of X4: Foundations

Post by Rei Ayanami » Tue, 11. Feb 20, 10:41

Ynesra_Voles wrote:
Sun, 12. Jan 20, 12:17
PS: Egosoft, please, create a poll and if majority of community approves add micro transactions for cosmetics cuz I would happily pay 1-2$ for a good looking unique skin or a alternative cockpit with some optional decorations.
Absolutely not! We've seen what the introduction of microtransactions do to other games quality, to other developers mindsets, to other publishers priorities, and it almost always ended up in disaster, regardless of the initially tame intentions. It's like drugs : Some can manage them and use them responsibly, but those are few and far between, so the best way to keep integrity and quality is to never start using them in the first place.

That being said, i don't mind cosmetics as additioonal content in larger expansions.

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