Major Release Announcement - 2.50, 3.0 and new DLC!

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Maziou
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Main plot necessary to play Teladi Outpost DLC?

Post by Maziou »

Was wondering if the Teladi Outpost DLC in December, will only be playable from the Plot portion of the game, or will it be accessible from Empire Builder and Aspiring Merchant games as well?

THanks.
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Santi
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Post by Santi »

Good question, it should be available on both, plot and free play. Otherwise you loose on content depending on your start.
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CBJ
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Re: save game compatibility v2.x 3

Post by CBJ »

TimeTraveller wrote:Any hint yet if the savegames NOW being compatible with the upcoming version V3 in december ?
Yes, as always this is a high priority for us, provided of course that you are playing with an unmodified game; if your game is modified then I'm afraid there can be no promises at all.
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Nikola515
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Post by Nikola515 »

I wish they add rebuilding DeVries or fight for Albion plot. Somehow I feel DeVries as whole sector is still unfinished and more should be added. Like deferent stations and more capital ships (I miss ATF and Terran ships). Also fight for Albion against PMC and Xenon would bi nice too. But anyway im happy whit this free DLC too :D
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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scottykad
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Post by scottykad »

quite looking forward to the new 'addon', im more interested in new weapons for the skunk because...new ships still suck because they fly 30k from the enemy until you tell them to attack it which takes a further 10 mins and lasts 30 secs and also new stations, like someone posted behind me Devries needs to be finished, it doesnt just look empty for us to colonise it but all we can really do is build a bunch of self sufficiant stations that no one in devries needs/wants so we can abandon the system altogether now and play with the squids :P
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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. »

I want to hear official word on "pirates and smugglers who offer countless opportunities".

What does that mean?
I want details, DETAILS.

Will Teladi Outpost add real pirates, with their own factories and bases, some under-devenloped economy, missions to offer?
Making piracy a whole new playstyle?

I know it probably is still a little bit soon to ask for details... But Iam terribly hungry for any information shards!
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Earth ultimatum IV. wrote:I want to hear official word on "pirates and smugglers who offer countless opportunities".
I think I mentioned this when you asked this before but the full quote in English can means that the "countless opportunities" are offered by a combination of "hazardous regions" and "new groups of smugglers and pirates".

It would be cool if things with pirates/smugglers are fleshed out but that's not necessarily what has been announced.
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Nikola515
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Post by Nikola515 »

scottykad wrote: im more interested in new weapons for the skunk
I wouldn't be surprised if they are just MK3 weapons or MK5 shields. It would be nice if they add some Ion weapons :D That would be fun for pirating :fg:
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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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. »

Noooooo... Egosoft would not do something like that :?

Mk5 upgrades are already in the game, they just dont spawn.
Mk3 weapons are not in the game.

Those weapons are going to be something special, I expect.
Not just "laser with some value of damage", but something unique.
Like a beam weapon. Or an Ion weapon.
Maybe something with area-of-effect?
I can only guess. But new weapons are not too interesting for me - I fell in love with the Innertial Hammer. Its a simple definition of brute force delivered at short distance, and thats why I love it. I dont even need to target the enemies, as the range is quite low.
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Nikola515
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Post by Nikola515 »

You never know.... It is not first time I was disappointed with them :wink: Anyway that is history now and I hope it never happens again( I just don't want to get my hopes up again and get disappointed that's all). Anyway back on topic.

What I want to see is some heavy weapons.... Like in X3 PPC or PSP that can charge it self for more damage.
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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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. »

There is that Plasma thrower, or how it is named.
That one is meant to be the heavy weapon of Skunk.

However, its rather useless since 2.00, as durability of all ships was increased.
So Plasma weapon has lost its two-hit-kill potencial. Now its outgunned by everything except the Pulse Maser.
lordpazuzu
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Post by lordpazuzu »

I really want a very dangerous Xenon territory; Now I can get rid of all the Xenons with only two Arawns in Cryptic Heart zone, its a shame how the Xenons are very weak in the game, they should be a real threat like in past games, I remember when in TC for example I was enter in a Xenon sector, my legs shake constantly with all the amount of lasers and beams from the capitals and fighters, a very nice sensation!!
Hope that this kind of very dangerous zones comes really alive in the X Rebirth universe.
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MegaJohnny
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Post by MegaJohnny »

lordpazuzu wrote:I really want a very dangerous Xenon territory; Now I can get rid of all the Xenons with only two Arawns in Cryptic Heart zone, its a shame how the Xenons are very weak in the game, they should be a real threat like in past games, I remember when in TC for example I was enter in a Xenon sector, my legs shake constantly with all the amount of lasers and beams from the capitals and fighters, a very nice sensation!!
Hope that this kind of very dangerous zones comes really alive in the X Rebirth universe.
That's disappointing to hear.

Personally I really want to see a Xenon Apocalypse mod, where the Xenon slowly spread through the universe and try to kill everyone, like we had in X3:AP.
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werewolves?
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Post by werewolves? »

scottykad wrote:quite looking forward to the new 'addon', im more interested in new weapons for the skunk because...new ships still suck because they fly 30k from the enemy until you tell them to attack it which takes a further 10 mins and lasts 30 secs. :P
lol This sums up combat at the moment. Hopefully they do something about it, dogfighting is boring and deeply unsatisfying with absolutely no range or damage on your weapons, and cap ships take too long to do the most basic tasks.
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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. »

lordpazuzu wrote:I really want a very dangerous Xenon territory; Now I can get rid of all the Xenons with only two Arawns in Cryptic Heart zone, its a shame how the Xenons are very weak in the game, they should be a real threat like in past games, I remember when in TC for example I was enter in a Xenon sector, my legs shake constantly with all the amount of lasers and beams from the capitals and fighters, a very nice sensation!!
Hope that this kind of very dangerous zones comes really alive in the X Rebirth universe.

Xenons are weak?
I dont want to argue or anything, as I dont have any experience with sector clearing, but have you seen that new Xenon I ship?
Ive seen a youtube video, where that giant bastard smashed down 3 succulluses, and about 3 fulmekrons \ olmekrons.
The Xenon I is truly the only ship of the game, which Iam afraid to attack head-on with my Skunk, on hard difficulty.
lordpazuzu
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Post by lordpazuzu »

Yeah the new Xenon ship its huge and dangerous, but as I wrote, in Cryptic Hear which is the "home" of Xenons I dont see any of the I class ship, only K; I thing that Cryptic Heart should be infested with more Xenon defenses or capital ships, also the K class should be more aggressive in terms of doing damage. All the Sable Vortex sector should be infested with Xenons, like Xenon sectors in old games.

We are talking about the maximum threat in the universe, its should be even more aggressive, dangerous and should operate in a more swarm like tactic, not come to a zone with only a K with 3 or 4 fighters, they should come like 3 K class, and every one with 10 figthers and one commander I class, for example; We need a real threat that shakes the universe!!

About cap ship gameplay, I think that it miss some player interaction, the hacking behavior its nice! It should replace the drone bay destruction, no one wants to destroy the drone bay!! It would be nice if for example We should use a traitor drone to destroy some part of the ship that the skunk cant destroy. Also we need more aggressive response from the faction that owns the cap ship.
InDigital
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3.0 DLC's big stations and performance question

Post by InDigital »

In the known game we can expect performance drop in sectors where are more stations than in others or greater stations...

How the two new big Teladi stations will impact performance if they are going to bee so big?

I hope the performance in these sectors and near, and inside these stations will be the same. I really hope...
wwdragon
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Post by wwdragon »

Earth ultimatum IV. wrote:There is that Plasma thrower, or how it is named.
That one is meant to be the heavy weapon of Skunk.

However, its rather useless since 2.00, as durability of all ships was increased.
So Plasma weapon has lost its two-hit-kill potencial. Now its outgunned by everything except the Pulse Maser.
Agreed. I used to love using that.
Now it's rather crap.

All the weapons of the skunk, save maybe the anti drone gun, are underpowered now.
Editing posts since long before I remember.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

I disagree. The Skunk inexplicably has more powerful versions of the weapons thst all other S/M ships have and the plasma weapon's niche is that it out-ranges all the other Skunk guns.
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werewolves?
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Post by werewolves? »

Nah the Skunk's weapons are crap, a lot of the fighters have multiple hard points able to fire simultaneously. The Skunk is also supposed to be an advanced prototype ship, not over the counter like the other fighters.

Also I don't think their weapons overheat.

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