Some might consider this slightly off topic but I have a suggestion for the next X.
I was thinking of individual tech tree's for each race which were randomly loped at the high end so tech would progress but get harder to research and in some cases really hi level tech could take years to develop.
In some cases some tech may be common to all races and in others there would be no way - no how that a particular race could get a specific tech unless they captured a ship containing it and reverse engineered it - more research required to pull it apart and even more to put it back together.
Your thoughts.
X game idea
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thing is, you are not running a race by default - you are playing an individual, at best a company/gang/mercenary unit. Individuals and such groups mostly do not research stuff themselves. Tech progress during a campaign technically could be implemented - but is there a point?
it'd feel like Freelancer where you unlock better ships with campaign progress, not really different from X's exploration - while the effort necessary to do that amounts to grafting a tech development system worthy of Masters of Orion on X.
it'd feel like Freelancer where you unlock better ships with campaign progress, not really different from X's exploration - while the effort necessary to do that amounts to grafting a tech development system worthy of Masters of Orion on X.
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The idea was not so much to tie the player to a particular race/tribe etc but to enable the player to use different combinations of tech's from different races, effectively the player is still individual but factional choices and research would determine what they could build as an add on item x, which may with sufficient research be better than the factions original. It would also provide another possibility for trade in illegal arms and smuggling with any item sold to an opposition faction considered a breach of law.RefocusedLight wrote:Tech progress during a campaign technically could be implemented - but is there a point?
it'd feel like Freelancer where you unlock better ships with campaign progress, not really different from X's exploration - while the effort necessary to do that amounts to grafting a tech development system worthy of Masters of Orion on X.
As for the research itself I was considering something more akin to requiring specific proficiencies which one could either pay for outright to be installed as cybernetic implants or learned over time from books and the use of blueprints which would have specific research values and build limits built in ala EVE online or if one has a sufficiently high faction status from completing missions gaining unlimited blueprints or buying them from the faction - also theft as a pirate is an option.
In short it offers a lot of choices for the budding space captain to do things as he/she wishes but at the present time although I am enjoying playing x-tension the tech feels "very limited".
Re: X game idea
X already has a "Tech Tree" - It's the individual Faction requirement for each race in order to purchase their higher-tech, more powerful wares. And, since most races have items that only they produce, there are different "trees" of tech. In order to "Research" that tech, just like in any game that has a researchable Tech Tree, you must expend time and resources dedicated towards doing it. In X, you have to do missions for the Race that has the tech you want. Sometimes, these are pretty difficult ones, depending on factors like your Combat Rank. There are even "Special Research Techs" in X in the form of unique "Story Plot Quests." Completing some one of these can be the most difficult quest in the game and give you one of the most powerful "Techs" there is, the Player Headquarters, which allows you to, among other things, duplicate any ship in the game.1stFalloutboy wrote:....Your thoughts.
If you wanted to do anything in the way of making this sort of "research" more complex, it should be within this game system.