EGOSOFT and Deep Silver announce X Rebirth (updated 2011-07-29)

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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imperium3
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Post by imperium3 »

Noimageavaiable wrote:Found an interesting article (in Russian) about XR

http://swrulit.wen.ru/a/page1.jpg
http://swrulit.wen.ru/a/page2.jpg

It says mostly what is already known but one point is interesting: apparently Bernd told them in an interview that the game would have new physics. So huge capital ships will have some sort of gravity field that'll pull you in and if you get close enough you will drag along.
Is there any way I can translate this? Being an image, Google translate just doesn't want to know...
UXB
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missing posts

Post by UXB »

what has happened to all the other postings
urdestny
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Post by urdestny »

definately more people. I'm tired of seeing capt. yoshi, lt. winters all the time. I mean let's have some different people there!!!
(/\)arped
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Post by (/\)arped »

Not to burst your bubble, but..

1) Sure, that would be good.
2) Well, X3TC does have Khaak Sectors which can be a neat challenge taking hold of, as well as Xenon sectors. More variety would be nice though
3) Rather than SETA? This one doesn't make sense to me actually, since by putting down a station, aren't you (in essence) creating a trade lane?
4) This is in TC. CAG can blacklist sectors, CLS1/2 can plot waypoints. CLS2 is a damn powerful automation tool in TC in fact.
5) Would be interesting, though the latter should come first. Since buying your own ships and setting them on patrol is exactly equivalent, so I suppose hiring police/merc should be a stop gap until you can afford your own defences.
6) This is definitely already in TC. Check out the Niv mining threads
7) This would be nice in principle, but only if it creates enough to supply demands. I do not want another Terran economy, where the entire thing fails from one chain being horribly weak. Or worse, it's the only place to buy some mega-gun which means you can never feasibly use it without exploits/cheats.
8) I think this is confirmed? Maybe.
9) I'm sure theres a script that does this in TC. In fact a lot of these you can do in TC
10) Such as? Check out the S&M forum, there's lots.
Noimageavaiable
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Post by Noimageavaiable »

imperium3 wrote:Is there any way I can translate this? Being an image, Google translate just doesn't want to know...
Sure, just learn Russian :wink:

Also, another user posted a pdf in the German topic
http://narod.ru/disk/20695599001/X%20Rebirth.pdf.html
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X2-Illuminatus
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Post by X2-Illuminatus »

UXB wrote:what has happened to all the other postings
The first thread was closed, because it wasn't possible to moderate it properly due to the huge amount of posts.
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Neuauflage der fünf X-Romane als Taschenbuch

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

Noimageavaiable wrote:Found an interesting article (in Russian) about XR

http://swrulit.wen.ru/a/page1.jpg
http://swrulit.wen.ru/a/page2.jpg

It says mostly what is already known but one point is interesting: apparently Bernd told them in an interview that the game would have new physics. So huge capital ships will have some sort of gravity field that'll pull you in and if you get close enough you will drag along.
THIS! I was hoping for something like this in TC. Hopefully it will mean you can turn the capital ship into your plane of reference! Imagine dog-fighting along the skin of a capital ship without having to (overly) worry about crashing into it just because it changes course.
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Reimu Hakurei
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Post by Reimu Hakurei »

Sp@c3Ch!mp wrote:wouldn't the tradelane system resemble the gate ways that freelancer used? Fast travel between A and B and then when you reach a destination explore that part of space?
I hope not. Travel times were one of the things that killed that game for me.
Not to say I think travel should necessarily be instant, but I'd still like a jumpdrive-like option.
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BigBANGtheory
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Post by BigBANGtheory »

Imagine being able to order a capital ship to move and fight in a 3D sector map with other units.
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Post by Logain Abler »

BigBANGtheory wrote:Imagine being able to order a capital ship to move and fight in a 3D sector map with other units.
I like that, a tactical view that snaps out akin to Homeworld.

LA
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ConCorDian
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Re: 10 things I would like to see in Rebirth...

Post by ConCorDian »

edwardecl wrote:Here's just a list of thing that would make the game more fun and fresh. I hope at least some of these are already implemented...

1) Better path-finding and better AI collision avoidance

2) Exploration into truly unknown sectors/areas that are not just empty lifeless areas with a few rocks, perhaps dangerous environments (mine fields, unstable gasses, super heated areas/radiation, hostile aliens) with unique rewards and chances to escape pursuing enemies into these areas.

3) Trade lanes to be used to navigate sectors rather than SETA, and the ability to create your own lanes to your own areas in space.

4) Waypoint system to plot navigation to stations or space to avoid hostiles, perhaps even an automated learning AI to flee from enemies and find an alternative route.

5) Purchase areas of space and police/mercenaries at a price.

6) Mineable extremely rare metals and mining stations that mine areas of space you own with small ships which do not deplete and are totally autonomous.

7) Unique wares from certain core sectors (planets) that cannot be created on stations for long distance risky trading to other races.

8) Counter measures for attacking ships (EMP, damageable engines/weapon/targeting systems to slow enemies).

9) Repair crew/droids to repair damaged systems using spare parts or salvage from other destroyed/disabled ships while on the move or in battle.

10) More upgrades to ships.
well since we are on the subject of things we would like

id like a better wing setup, rather than just doing what we have so you can set up say a 'Fleet' which could be the same as we have with the colour code. but also be able to sub divide those into perhaps task forces, that way your overall fleet can be broken down into smaller controlable chunks, and then even further into wings so you could have say upto 10 wings to a taskforce, and perhaps upto 10 taskforces in a fleet.

that way you can either command th whole fleet (more general commands like jump to sector, defend sector[s] and set your own wares you can set as contraband, also the normal attack commands) or you can select a task force within the fleet and give more in depth commands and again further with the wings within the taskforce.

i think it would be handy for both combat and mining fleets,

mining fleets could have say 5-6 mining taskforces, and 4-5 defencive taskforces to protect your mining ships. (but i would have it that the wins can do a mass command for collecting rocks in sectors to save us giving out 50-100 individual commands)

with combat fleets the nice thing would be an automated intercept job, if you set your fleet to defend a cluster of say 9-12 sectors your carrier could take a position on one of the central sectors and if a larger fighter group jumps in than your patrol in the sector the carrier will jump in and lend additional fighter support.
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Post by PTR »

Also, ordering your fleet to jump should not delete the other 'lower' demands. If your mining operation moves to the next sector, every ship should do exactly what they were doing before. Should be easy when fighting too, you don't repeat all your orders when moving your fleet around.

Or pre-programmable orders:

order #1 = {
wing 1 > protect x
wing 2 > protect y
wing 3 > protect z
x > attack fighters
y > attack capital ships
z > shore leaf}

order #2 = {
wing 1 > dock at z
wing 2 > dock at z
wing 3 > dock at z
x > patrol sector
y > follow x
z > follow x}

or whatever you want.
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lord yu
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Post by lord yu »

Yeah, fleetmanagement would be awesome.

But I would go farther:

Ebers Ship should Know what it was built for, eg: M6 take down fighters.

M2 eliminate Enemy carriers and m2s

M3 bombers take down m7 ships


Just to give an example.

BR
Yu
Dukman
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Post by Dukman »

Any chance of full support for the Logitech G940 stick?

I purchased the stick recently (primarily for use in X3) only to discover that it and X3 do not get along. :(

If I had hope that I could use it fully in Rebirth, I would shelve it for now and wait patiently. Otherwise, I'll send the thing back.
zibafu
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Post by zibafu »

station defensive weapons would be cool, like flak arrays n such, its never made any sense that stations dont have built in defenses
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ConCorDian
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Post by ConCorDian »

lord yu wrote:Yeah, fleetmanagement would be awesome.

But I would go farther:

Ebers Ship should Know what it was built for, eg: M6 take down fighters.

M2 eliminate Enemy carriers and m2s

M3 bombers take down m7 ships


Just to give an example.

BR
Yu
yeh a priority target kinda thing, an M2 will target te closest M1 or M2 and work its way down the logic ladder of threats. if a bomber group is ordered to attack an M7 it will auto pick up the next M7 for the next barrage.

even if this ties with the fleet control, if an m6 is ordered to protect a carrier it will target enimies in a priority of threat (depending on its own class) so an M6 might pick M8's first, then M3's M4's M5's then work up again to other M6's M7's M2's M1's.

multiple command setup's would be good too though, set a bomber wing to launch a barrage at an M7 and once thats been destroyed automatically moves onto the next pre programmed command like attack the M1 that the M7 was stopping you from flankin.
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Something I want to see in Rebirth

Post by rpetiger »

Different Ship Computers. In X3TC, everywhere you go, you have an Argon ship computer. Why can the computer be boron when your at a boron station, spilt at a split station (As the respected race would say things) And if your not argon, make the system map and your own personal Ship computer your respective race.

{Merged to main X Rebirth thread. Xenon_Slayer}
Chris0132
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Post by Chris0132 »

zibafu wrote:station defensive weapons would be cool, like flak arrays n such, its never made any sense that stations dont have built in defenses
Generally an improved station construction approach in general.

With the idea of subsystems that was mentioned in a news post, being able to build like a station hub, then enter a special build mode when docked with it that allows you to plan expansions and connect new modules in order and so on, kinda like the spore vehicle builder I guess, only much simpler because it doesn't have to have scaling or anything, that would be really nice.

You could plan out big sections of structures, and it'd show them in like a ghost form when in 'build mode' or whatever, and you could drag/duplicate them to make like a big line of ore processors, then a bunch of crystal fabs or something, and instead of having to micro every station purchase and placement, you could just tell the computer what you want built where, then assign a TL to go buy factories and place them according to the blueprint you planned out.

Then add in things like armor modules or shield modules or weapon modules, you could build protective covers over valuable parts of the complex, or crossbrace it so that a big string of modules is connected in multiple places, if it wasn't, you could blow up one near the start and the rest would just drift off somewhere else, and you'd have to reconnect it later or something, or deconstruct it and rebuild it on the main complex.

Basically you could do some really cool things with stations, which seem to be a major focus given that they are now really huge and I'm sure one of the newsletters mentioned bringing combat in closer to the stations.
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Post by dains »

Sandalpocalypse wrote:there's a multiplayer / mmo faq around, but basically it's really not worth the effort to do... imagine syncing the entire universe Oo

if x were more like freelancer or eve where you only really sync with your own sector (+ some meta information) then yeah.
That's not actually a problem considering the God engine is handling everything behind the scenes, and we're talking 2, maybe 4 player coop multiplayer. Look to Netdevil's Jumpgate: Evolution for an MMO game that essentially treats every player as an NPC that just has the ability to do what they want and issue commands instead of having a God engine managing them completely.

To clarify on server load / bandwidth issues, I was imagining a server-based game engine that you can deploy to game server companies so players can buy slots. It's a very common and popular model, there's plenty of game servers out there, and slots are only a few bucks a month, so I could see how that would work. It'd work for me, that's for sure.

Add in that multiplayer coop is a huge boom in gaming, is happening right now, and is continuing to grow, and I think my hopes in that direction are understandable.

But it's sadly a moot point, they have already gone single-player only, so good luck with their little niche and sayonara to Egosoft.
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Post by strude »

dains wrote:But it's sadly a moot point, they have already gone single-player only, so good luck with their little niche and sayonara to Egosoft.
It's nice that they think people care that it's a niche genre or that they won't be posting any more. I guess they think we die inside a little bit each time.
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