What should your X-Game look like and what should it contain?

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popeye2o1o
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What should your X-Game look like and what should it contain?

Post by popeye2o1o »

I know X4 has not been on the market for a long time, but the Sandbox X4 does not really appeal to all fans. What would your wishes be for an X5?
X5 as a kind of Best of X-Series - with everything that was ingenious from all parts, in my opinion - yes - THAT would be something.
Imagine:
- The engine of X4
- The station construction of X4
- The explosions and effects of Rebirth (including explosion damage when staying within the blast wave)
- The size of the universe of X3 TC / AP - The different races with all their differences in weapons, rockets, ships, language, history, looks
- The best scripts / mods from X3 TC / AP - such as: trading software MK3, merchandise logistics software MK2 / MK3, utility and supply trader, sales representative, MARS, codea weapon system, MEFOS carrier management relay management, military transport, prospector, security and rescue service, Tender, trade overview with statistics
- Ship command buttons, more shortcuts
and certainly more
- and of course plots - story - to the story X ... - Plots for every breed with background you can do, but you do not have to
- different levels of difficulty

Oh herje ..... what would that be a brilliant game and expandable to infinity ....
In this sense - Long life - :-)
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Re: What should your X-Game look like and what should it contain?

Post by EmperorDragon »

popeye2o1o wrote: Tue, 9. Apr 19, 10:00 I know X4 has not been on the market for a long time, but the Sandbox X4 does not really appeal to all fans. What would your wishes be for an X5?
X5 as a kind of Best of X-Series - with everything that was ingenious from all parts, in my opinion - yes - THAT would be something.
Imagine:
- The engine of X4
- The station construction of X4
- The explosions and effects of Rebirth (including explosion damage when staying within the blast wave)
- The size of the universe of X3 TC / AP - The different races with all their differences in weapons, rockets, ships, language, history, looks
- The best scripts / mods from X3 TC / AP - such as: trading software MK3, merchandise logistics software MK2 / MK3, utility and supply trader, sales representative, MARS, codea weapon system, MEFOS carrier management relay management, military transport, prospector, security and rescue service, Tender, trade overview with statistics
- Ship command buttons, more shortcuts
and certainly more
- and of course plots - story - to the story X ... - Plots for every breed with background you can do, but you do not have to
- different levels of difficulty

Oh herje ..... what would that be a brilliant game and expandable to infinity ....
In this sense - Long life - :-)
Basically agree with all you said.

I would like to have more command and control over my assets but, this would probably fall under "best scripts/mods from X3".

A better AI is a necessity, both on strategic and tactical level, an AI that can control it's ships in battle as effectively as it conducts war and sector invasions. The AI in X4 will undoubtedly improve but, let's face it, it will never be that great. Workable but not brilliant.

I'm not too bothered about a plot/storyline in an X game, played Rebirth's storyline about a 1/4 or so through but, just ended up going back to a freeform gamestart. Never played the storyline in previous X games either. I would rather prefer a complete, more detailed encyclopedia and lore to read up on.

With all that being said, X4 comes real close to being the X game I always wanted, realistically speaking. I am more of a conqueror and empire builder so the grand strategy/4x elements in X4 is right up my alley. There's still a lot of possibilities. It will be pretty epic once it's fixed up. In fact, the only real major issue I have with X4 is it's tiny universe. It can do with another ship class to fill the gap between destroyer and carrier as well but, I can live without it (I did not have much issue with destroyers being changed to be more like actual destroyers but, it did open a gap).

EDIT: Two things I should add:
-Proper pirates will be great, although I believe (and hope) the SCA of X4 will be fixed up in future. At the moment the way the SCA works does seem like an interim, band-aid solution and I would assume the HAT is pretty tired of having to stand in as a substitute pirate faction. I would prefer each race to have it's own regional pirate faction.
-A decent chase view. We finally got a proper chase view in X4 but, the ship being right in the middle of the screen with no hull/shield/heat indicators makes it rather pointless. I like combat from a third-person perspective and would love to see it in an X game.
Last edited by EmperorDragon on Tue, 9. Apr 19, 11:42, edited 1 time in total.
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Re: What should your X-Game look like and what should it contain?

Post by Olfrygt »

popeye2o1o wrote: Tue, 9. Apr 19, 10:00 I know X4 has not been on the market for a long time, but the Sandbox X4 does not really appeal to all fans. What would your wishes be for an X5?
X5 as a kind of Best of X-Series - with everything that was ingenious from all parts, in my opinion - yes - THAT would be something.
Imagine:
- The engine of X4
-
- The explosions and effects of Rebirth (including explosion damage when staying within the blast wave)

and certainly more

- different levels of difficulty

Oh herje ..... what would that be a brilliant game and expandable to infinity ....
In this sense - Long life - :-)
For X4 in future i wish.

-The station construction of X4 (but improved)
- The size of the universe of X3 TC / AP - The different races with all their differences in weapons, rockets, ships, language, history, looks (but improved something between X3AP Vanilla and XRM)
- The best scripts / mods from X3 TC / AP - such as: trading software MK3, merchandise logistics software MK2 / MK3, utility and supply trader, sales representative, MARS, codea weapon system, MEFOS carrier management relay management, military transport, prospector, security and rescue service, Tender, trade overview with statistics
- Ship command buttons, more shortcuts (we have a map so please make the UI and controls better)
- and of course plots - story - to the story X ...
- Character Editor(probably the race per game start is set)+RPG story/elements on Stations/ships (does not need combat but more fun/depths and interaction like we have now)
-more thinking, feels unrealistic to be everybodys best buddy while selling military ships to their foes.
-better balanced ships and ship classes, destroyers are now what a fregatte was in X3 (while although being cheaper) so redesign or create new ship classes to close the gaps. X3 was in kind of combat much better then X4, but this can be changed in future
-get rid of the highways! they ruin not even the size/feeling and look of the universe. They cause although ship balance problems (like carriers or L vs M traders). And in future if u want to add new sectors......u will understand my thinking :D Just remove the ring X4 does not need it anyway.
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Re: What should your X-Game look like and what should it contain?

Post by Kadatherion »

While honestly it could be summarized as: I want Litcube's Universe X3 ported to the newer engine and with the newest station building, there is still much room for improvement. Litcube managed to make X3 somewhat playable with huge fleets and assets, but still he had to work with a silly UI bypassing but still being bounded by its limitation: playing with fleets has become possible, which is a miracle in X3 given how bad its limitations were, but it still inevitably is far from friendly. X4 tried to implement a system that would make controlling owned assets a bit more manageable and "intuitive" (Egosoft's idea of "intuitive" is as usual pretty... unique, though :v ), so it was a step forward, but - for now at least - it also evidently failed for well known reasons.

Imo, X needs to change a lot in its UI approach for the mid-late game, when you tend to "zoom out" from the 1st person action and begin managing trader and war fleets. Basically, it should have a MUCH simplier and more player friendly (and way, way more modern) RTS/4X set of controls, map and UI to build upon. Drag and drop selections, contextual and smart right click to go there/attack this etc. Fundamentally, it should really play like a (very slow, as slow as Sins of a Solar Empire was at the very least) RTS, with the ability for the player to jump back into the 1st person action as usual when he so wants, and the various more complex automated AI scripts should be an extra layer of control OVER these basic fundamentals. Right now even the most basic task you want your ships to execute forces you through a nightmare of order screens, messy logic, clickfests: it's just bad design. X games always had hilariously bad design in this department, but really, it's been way too long, we are pretty much 20 years behind in basic playability by now. TWENTY YEARS.
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Re: What should your X-Game look like and what should it contain?

Post by martimus »

I'm ok for the most part with X4, with the exception of the UI. X games always have a terrible UI, so I would love for Egosoft to hire a UI specialist, and completely overhaul it. The other issues are very minor in comparison, but the bad UI makes even the most basic task tedious. If the game wasn't so awesome despite the UI, I don't think I would still be playing.

I would love to have RTS style selections on the map screen. I would love to make boarding less tedious, due to the insane method of transferring marines. I would love for renaming ships to be easier, where I can adjust a name rather than have to retype the whole thing every time. The Station construction UI is actually pretty good, although it has some problems too.

Edit: I would also make the flight controls remain the same between ships. It annoys the crap out of me that combat thrusters have a completely different control than all other things in the game.
Last edited by martimus on Tue, 9. Apr 19, 16:26, edited 1 time in total.
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Re: What should your X-Game look like and what should it contain?

Post by Tomonor »

Oh, that's easy. A true successor to X4 would look like this to me:
(Keep in mind that what I write here is a tremendous amount of work and I'm aware most of this is cannot become a possibility in Egosoft's frame - I just have an over-active imagination)

GLOBAL
-Its setting would be of X2's, but with enhanced details similarily to Rebirth
-A new engine to support planetary landing, building (residential/harvest/industrial/military), territorial fights with vehicles and first person combat alike
-A premium episodic campaign that would advance the plot from the Massacre at President's End to the end of the Terran Conflict


TRADE/ECONOMY
-The economy wouldn't stand for war effort. It would stand, because that's what economies are supposed to do.
-That being said, the foundation of any kind of series of action (let it be building stations, declaring wars, anything really) would be a system called Operations that the player and AI would use alike.

OPERATIONS would enable you to create Companies for yourself that would serve as a base for your individual operation. The company would be taxed and had to be managed accordingly. But in legal sense, if there's no Company to support the operation, there's no official budget, there's nothing to be taxed, thus it is an illegal operation.
-In fact, the factional taxes would play a huge role. The Teladi for example would overtax everything, sometimes even the jumpgate usage in their territory. Unclaimed/Anarchist/Pirate clusters on the other hand would have no taxes, unless there is a pirate faction that claims Protection money from the bypassers and settlers.
-So for instance, if you wanted to have some autotraders to yourself, you would first need to create a Company. Then you would set-up a Homebase for the freighters/haulers (could be a planetary base if the ships are atmosphere capable or a simply hired repair dock service), buy a ton of Licences they need in order to trade legally, buy the ships, hire some trustworthy Crew for them, calculate their Salaries, the Ship Maintenance, and used Fuel quality for cost-effectivity. You can do all this, or simply hire an experienced Manager that can make automatize this process.

QUALITY would be the second most important change to the economy. Note that the worse quality the ware, the worse reputation your installation/company gets (resulting in potentional buyers avoiding you).
-There would be a percentage-based quality range for any kind of ware.
-The scale should be 0-25% Poor; 26-50% Average; 51-75% Good; 76-85% Exceptional; 86-97% Epic; 98-100% Legendary.
-The Poor-Average range would be depending on Quality switch that the manager/player could control.
-The Good quality range would be achievable by the addition of good Morale. If the workers are happy, the product is better.
-The Exceptional range would require more experienced manager and staff. The professional competence of the staff would be the indication of Exceptional quality wares.
-Epic range would require additional research. These would be enabled by different research modules/stations, and would be really expensive. However, such grade high-tech wares could sell many times their original price.
-Legendary range would be extremely rare, uncraftable and unresearchable. It could be found only by exploration or gotten by extremely rare cases.

SALVAGING, a new, long-awaited profession and ship class.
-War is good for business. Once a battle is settled, vultures from different parts of the universe would flood the area.
-These specialised salvager ships could tear wrecks apart.
-The bigger salvager ships could even smelt the wrecks into metal alloys ready to be sold.
-If there's no ongoing battle or war, Salvager companies reside in border and anarchist sectors, where's a higher chance of random fights to occur.

TAXES as described above, everything would be taxed in claimed space.
-There would be factional differences of the amount of taxes, but factions would charge taxes depending on the situation of the given zone as well.
-For instance, the closer the plot the highway, the larger the tax.
-Also, the plot tax for the core systems would be sky-high.
-You could also be taxed additionally if you for example, deploy an industrial factory in residential space.
-But on the other hand, border sector plots would be dirt-cheap, which would give you a good opportunity to start a mining operation for instance.

PLANETS on the economic side:
-To sum it up in a nutshell, the planets are a good source of population, workforce, resources.
-Those who control a planet, potentionally control an entire faction to their name.
-That being said, it's really hard to control a planet entirely as it is split into different hexagonal pieces (territories).
-Each territory can be converted into a certain type of base (residential/industrial/harvest/military), and these have sub-branches as well.
-A planet cannot run out of resources, but getting harvested resources to space is majorly taxed and requires expensive ships with expensive shuttle services.

ADDITIONS without a category:
-Zoning would play part in a Cluster's outlook (more on this in the MAP section)


FIGHT/SHIPS
-More specialised ship classes.
-Ship classes should actually make sense (I'm looking at you, X4's interceptors and frigates).
-Capable turrets without damage reduction.
-Removal of the variant system (Vanguard/Sentinel/Raider/Whatnot).
-To replace the space the variant system left behind, newer ship models should appear periodically (first prototype phase, then in military, then mass-sold until the newer model appears after a certain playtime).
-Racial weapon types make a return (the universality of the modules should remain though).
-Class-based weapons (differentl weapon types for S-M-L-XL main guns and turrets to support different playstyles per ship).

-Ships have to be maintained. They don't break permanently, but they will underperform if they aren't maintained well (parts might fall off, this and that feature might not work reliably).
-A ship made out of Exceptional quality (or above) materials shouldn't require as much maintenance as the grades below.
-Ships have to be re-fueled, depending on what engine system they are using (Matter-Antimatter engine, Ion engine, Chemical-based engine, Field-warp engine).
-There would be refueling stations operated near areas of high influence.
-The main maintenance/refueling spots would be the Trading Stations though.

SHIP EQUIPMENT SYSTEM rework
-First of all, each ship (depending per class, per faction) should get a Generator module space that can be replaced/upgraded.
-The quality of the generator controls the power output of the ship.
-The power output can be regulated on the go between the different systems of a ship: Weapons/Shield/Sensor/Engines.
-The rest of the equipment scheme is similar to X4's.

COMMAND/BRIDGE rework
-I will try to be as straight-forward with this as possible: I want to see Star Trek - Bridge Commander type of gameplay for L-XL ships.
-Every station on the bridge has a purpose and can be/has to be interacted with.
-Thus, every station requires a specialised crew member (Helmsman, Tactical, Engineering, Science, First officer).


WEAPONS
-Weapons would be categorized, since there would be many of them (per race, per faction, per corporation, per company).
-Categories: Energy (high effect on shield, lower effect on the hull), Kinetic (low effect on shields, pierces hull), Plasma (radiates, eat shields and hulls away alike, but unreliable projectiles), Hybrid (the projectile is a mixture of the previous categories with different results).
-The weapons could be overpowered by routing most power output to them, but that could result in their untimely degradation.
-The weapons could be upgraded in specialised Research stations with Crafting/Modification terminals.


MAP/UNIVERSE
The map has to be retconned to an extent (this is the X2 map that we are speaking of). Imo, it should resemble an X with different corridors. It would be split into 3 layers.
-The inner layer (where the cross meets) should be the Core zone (of the galaxy) where most high-yield resources can be found. But also these regions are the unregulated, highly dangerious dangerous, pirates, and natural disasters filled clusters.
-The second layer should be the Commerce layer, where most factions have their home systems, with the exception of the Teladi Ianamus Zura.
-The rest of the layers should be Expansion zones, split into 3 sub-layers depending of their habitation levels. These can still be highly habitated (eg, Omicron Lyrae), or near-uninhabitated (eg, Sacred Relic).

-A single system (Cluster/Star System) can be split into different Sectors. Rule is that there has to be a point of interest in order for the sector to be supported.
-You could explore the entire Star System, finding different planets, moons, planetoids, asteroid belts, nebuale, protostars, anomalies, wreckage, gates.
-In order to declare a Sector, it has to be fully mapped and made sure it is uninhabitated.
-Sectors can be zoned into 4 categories: Residential (supports habitat and commercial stations), Industrial (space factories and excavation zones), Military (ship technologies and shipyards), Hybrid (a mix of the previous 3 categories).
-For instance, if there's a planet rich with minerals in the declared sector, your main priority should be a Residential space sector to support workforce for the ongoing excavation on the planet.


...I actually got tired writing this. I will leave it like this, but I guess it's more than enough to read if anyone's actually interested.
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Re: What should your X-Game look like and what should it contain?

Post by surferx »

Kadatherion wrote: Tue, 9. Apr 19, 11:06 Litcube managed to make X3 somewhat playable with huge fleets and assets,
:gruebel: Wow! I see you are easily pleased.. :lol:
I happily played thousands of hours of X3 without ever using Litcube's mod (which I'm sure is a great mod.)
This won't be popular with the instant gratification crowd; but since X4 is new and still being updated/improved/added to, why not wait to see how it looks with all the DLC that is promised as well as the regular updates before we try to get it reverted to a throwback game? If I wanted this game to be X3 I would just play X3. I would rather see the new and different stuff that will be added soon.
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Re: What should your X-Game look like and what should it contain?

Post by Buzz2005 »

surferx wrote: Tue, 9. Apr 19, 17:22
Kadatherion wrote: Tue, 9. Apr 19, 11:06 Litcube managed to make X3 somewhat playable with huge fleets and assets,
:gruebel: Wow! I see you are easily pleased.. :lol:
I happily played thousands of hours of X3 without ever using Litcube's mod (which I'm sure is a great mod.)
This won't be popular with the instant gratification crowd; but since X4 is new and still being updated/improved/added to, why not wait to see how it looks with all the DLC that is promised as well as the regular updates before we try to get it reverted to a throwback game? If I wanted this game to be X3 I would just play X3. I would rather see the new and different stuff that will be added soon.
Not to mention that it took litcube 8 years to make that mod
Who knows what kind of mods would be out there in like 3,4 years from now
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
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Re: What should your X-Game look like and what should it contain?

Post by Misunderstood Wookie »

Kadatherion wrote: Tue, 9. Apr 19, 11:06 While honestly it could be summarized as: I want Litcube's Universe X3 ported to the newer engine and with the newest station building, there is still much room for improvement. Litcube managed to make X3 somewhat playable with huge fleets and assets, but still he had to work with a silly UI bypassing but still being bounded by its limitation: playing with fleets has become possible, which is a miracle in X3 given how bad its limitations were, but it still inevitably is far from friendly. X4 tried to implement a system that would make controlling owned assets a bit more manageable and "intuitive" (Egosoft's idea of "intuitive" is as usual pretty... unique, though :v ), so it was a step forward, but - for now at least - it also evidently failed for well known reasons.

Imo, X needs to change a lot in its UI approach for the mid-late game, when you tend to "zoom out" from the 1st person action and begin managing trader and war fleets. Basically, it should have a MUCH simplier and more player friendly (and way, way more modern) RTS/4X set of controls, map and UI to build upon. Drag and drop selections, contextual and smart right click to go there/attack this etc. Fundamentally, it should really play like a (very slow, as slow as Sins of a Solar Empire was at the very least) RTS, with the ability for the player to jump back into the 1st person action as usual when he so wants, and the various more complex automated AI scripts should be an extra layer of control OVER these basic fundamentals. Right now even the most basic task you want your ships to execute forces you through a nightmare of order screens, messy logic, clickfests: it's just bad design. X games always had hilariously bad design in this department, but really, it's been way too long, we are pretty much 20 years behind in basic playability by now. TWENTY YEARS.
I told egosoft ages ago to hire litecubes devs and mayhem dev lol for X4
The community usually knows better when it comes whats tedious and frustrating UI wise and gameplay wise because we fix most of what can possibly be fixed.
I am actually more kinda frustrated a little that its this long into release and X4 STILL does not have close to Mayhem did by introducing AI fighting for sector control and exhange of sector control along with the player able to do the same.
IT was touted as a feature of X4 but alas like usual a lot of the promised things have not been seen on launch.
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Re: What should your X-Game look like and what should it contain?

Post by Lazerius »

Why would X5 be necessary, when all of that will come to X4 and most likely its future "expansions" (X3: TC, X3: AP) they're likely to come out with down the road?

When X5 comes out in about 15 years, it undoubtedly will be in the same state of release that X4 was, and X3 Reunions was before that.
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Re: What should your X-Game look like and what should it contain?

Post by Misunderstood Wookie »

Lazerius wrote: Tue, 9. Apr 19, 21:32 Why would X5 be necessary, when all of that will come to X4 and most likely its future "expansions" (X3: TC, X3: AP) they're likely to come out with down the road?

When X5 comes out in about 15 years, it undoubtedly will be in the same state of release that X4 was, and X3 Reunions was before that.
I think in 15 years it will be same thing, if they don't start to learn more from other modern titles.
Heck maybe Star Citizen might actually be finished by then **** knows.
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Re: What should your X-Game look like and what should it contain?

Post by MakerLinux »

martimus wrote: Tue, 9. Apr 19, 12:16Edit: I would also make the flight controls remain the same between ships. It annoys the crap out of me that combat thrusters have a completely different control than all other things in the game.
What do you mean by that? They're the same from small fighters to capital ships, aren't they?
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Re: What should your X-Game look like and what should it contain?

Post by Shehriazad »

My X-game should contain everything up to patch 3.0 on release day and not wayyy after ;p
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Re: What should your X-Game look like and what should it contain?

Post by Lazerius »

ledhead900 wrote: Wed, 10. Apr 19, 09:40
Lazerius wrote: Tue, 9. Apr 19, 21:32 Why would X5 be necessary, when all of that will come to X4 and most likely its future "expansions" (X3: TC, X3: AP) they're likely to come out with down the road?

When X5 comes out in about 15 years, it undoubtedly will be in the same state of release that X4 was, and X3 Reunions was before that.
I think in 15 years it will be same thing, if they don't start to learn more from other modern titles.
Heck maybe Star Citizen might actually be finished by then **** knows.
That's exactly what I said. This is how Egosoft releases their games. X5 won't be happening for a very, very long time, and we don't need it. They're going to continue building on their brand new game that actually follows the approach to the X series like it was supposed to, unlike Rebirth did.

"Copying things from modern titles" will ruin the series. I don't want planet landing bull, nor do I want to spend hundreds of hours grinding the same crap. I absolutely don't want multiplayer.

I want everything X3 AP Vanilla had, but with modern graphics and a more intuitive UI that is still simple to use.
I want quality space combat, both solo dogfighting and large fleet engagements.
I want hundreds of unique ships with dozens of weapon options to choose from.
I want trading and empire building.
I want a few hard plots with a large time investment and requires extensive preparation and/or gigantic fleets to complete, but comes with a worthwhile prize at the end.
I want them to revamp the research system to allow us to build better equipment to help us fight new, bigger threats, and better customization options.
I would love some instanced sectors with repeatable boss fights that drop rare items used in modding, researching, etc. (that one's a dream though).

Most of that will come in time to X4, so even talking about X5 is a pointless discussion.

The people that beg for egosoft to implement features that don't fit the mold of Build, Trade, Fight, Think are just dreaming of something that will never come to be.
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Re: What should your X-Game look like and what should it contain?

Post by mr.WHO »

Sweet Jesus, I wonder if people whined so much and talked about X4 when X3:Reunion was released?

X4 is fine! It just need to get to 6.0 and have Split, Boron and Terran DLC.

Why people so fixated about planet landing? This is not Elite Dangerous, nor Star Citizen. This is a game with REAL LIVE DYNAMIC ECONOMY, thousands of ships shipping millions of units of goods, hundreds f stations constantly producing and you want to throw another completely different dimension? You want to have multiplayer with that? Even jsut co-op mode?
Stop dreaming.
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Re: What should your X-Game look like and what should it contain?

Post by martimus »

MakerLinux wrote: Wed, 10. Apr 19, 17:44
martimus wrote: Tue, 9. Apr 19, 12:16Edit: I would also make the flight controls remain the same between ships. It annoys the crap out of me that combat thrusters have a completely different control than all other things in the game.
What do you mean by that? They're the same from small fighters to capital ships, aren't they?
No. If I use combat thrusters, the x- axis on the joystick changes from rudders to ailerons. It is very annoying having to relearn how to fly on the fly whenever I switch ships or space walk.
popeye2o1o
Posts: 67
Joined: Mon, 17. Dec 18, 09:00
x4

Re: What should your X-Game look like and what should it contain?

Post by popeye2o1o »

[/quote]

That's exactly what I said. This is how Egosoft releases their games. X5 won't be happening for a very, very long time, and we don't need it. They're going to continue building on their brand new game that actually follows the approach to the X series like it was supposed to, unlike Rebirth did.

"Copying things from modern titles" will ruin the series. I don't want planet landing bull, nor do I want to spend hundreds of hours grinding the same crap. I absolutely don't want multiplayer.

I want everything X3 AP Vanilla had, but with modern graphics and a more intuitive UI that is still simple to use. will never come in X4
I want quality space combat, both solo dogfighting and large fleet engagements. maybe in X4
I want hundreds of unique ships with dozens of weapon options to choose from. will never come in X4
I want trading and empire building. This is a sandbox-game - for sure it´s allways in X4
I want a few hard plots with a large time investment and requires extensive preparation and/or gigantic fleets to complete, but comes with a worthwhile prize at the end. will never come in X4
I want them to revamp the research system to allow us to build better equipment to help us fight new, bigger threats, and better customization options. will never come in X4
I would love some instanced sectors with repeatable boss fights that drop rare items used in modding, researching, etc. (that one's a dream though). True :-)

Most of that will come in time to X4, so even talking about X5 is a pointless discussion. i don´t think so :-)
[/quote]
Misunderstood Wookie
Posts: 377
Joined: Mon, 15. Mar 04, 08:07
x4

Re: What should your X-Game look like and what should it contain?

Post by Misunderstood Wookie »

popeye2o1o wrote: Thu, 11. Apr 19, 08:54 That's exactly what I said. This is how Egosoft releases their games. X5 won't be happening for a very, very long time, and we don't need it. They're going to continue building on their brand new game that actually follows the approach to the X series like it was supposed to, unlike Rebirth did.

"Copying things from modern titles" will ruin the series. I don't want planet landing bull, nor do I want to spend hundreds of hours grinding the same crap. I absolutely don't want multiplayer.

I want everything X3 AP Vanilla had, but with modern graphics and a more intuitive UI that is still simple to use. will never come in X4
I want quality space combat, both solo dogfighting and large fleet engagements. maybe in X4
I want hundreds of unique ships with dozens of weapon options to choose from. will never come in X4
I want trading and empire building. This is a sandbox-game - for sure it´s allways in X4
I want a few hard plots with a large time investment and requires extensive preparation and/or gigantic fleets to complete, but comes with a worthwhile prize at the end. will never come in X4
I want them to revamp the research system to allow us to build better equipment to help us fight new, bigger threats, and better customization options. will never come in X4
I would love some instanced sectors with repeatable boss fights that drop rare items used in modding, researching, etc. (that one's a dream though). True :-)

Most of that will come in time to X4, so even talking about X5 is a pointless discussion. i don´t think so :-)
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*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
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Tya
Posts: 21
Joined: Fri, 21. Dec 18, 16:27
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Re: What should your X-Game look like and what should it contain?

Post by Tya »

XR capital ships at XR capital ship levels of power, in X4.

Literally all I want.

Oh and jump drives for capital ships. They're so painfully slow that it's comical.
popeye2o1o
Posts: 67
Joined: Mon, 17. Dec 18, 09:00
x4

Re: What should your X-Game look like and what should it contain?

Post by popeye2o1o »

ledhead900 wrote: Thu, 11. Apr 19, 10:15
popeye2o1o wrote: Thu, 11. Apr 19, 08:54
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PFFFF - MMO :thumb_down:

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