10 points you think they should be!

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alexthespaniard
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10 points you think they should be!

Post by alexthespaniard »

I love this game and it has unprecedented potential. I see that the egosoft team is constantly updating and is something exciting and hopeful.

But there is something that on the one hand is giving me time to learn the mechanics. But on the other hand I find it difficult to understand that this little worked when there is a DLC to release. It is something as basic as diplomacy between factions and the influence of the character within the universe.

There should have been established treaties related to the factions which my relationship will improve or worsen according to my actions.

I give 10 points that I think I can contribute:

1 - I have a huge fleet in the sector of a faction. There should be some military mass access to sectors treaties. In case of breach of the mass standard. It should be penalized both economically and diplomatically.

2-% of the market share in certain products. You have to be in the faction to do what you want inside a faction market (or not mayb you can add different economic systems depending on the faction).


3- Get along with some factions should take down points with others. You can’t be a friend of everyone in a Peace state with out having a big influence or a big diplomatic work.

4- There should be cost to keep the fleet and ways to lose the loose fleet because in my game there are many ships and the game is getting worst. The game looks flat and you only grow and grow and grow and there is not middle-late game. Your actions don’t care.

There should be an interuniversal treaty as there was before the Second World War on naval navies. The number of ships should be regulated according to the influence in the universe, otherwise it would cause discomfort to the other factions.

5 - Factions within a war should have first and second objectives in which one can participate according to the category. Regular soldier, captain, fleet captain with the respective categories as mercenary and remuneration according to the category and objective.

There should be a time for the preparation of troops and a date of contact with the objectives.

6- Add a product quality parameter on productes. It could be implemented according to the number of workers or the quality and frequency of supply.

7- An Idea I saw in this forum and there is a mod. Conquer strations with Marines great idea and easy to implement.

8- Make the resources more unique and hard to get. And a way to need permision from the owner of the sector and implement a mining permit in a sector. Add taxes on mining permits and the right to trade.

This gives more importance to locations and commerce.

9- More present and Powerfull Pirates ...

10 - Causus belli system with infamy for factions a similar system than Victoria II. This will help to make the aggressiveness of the factions justified and proportionate. And that the rest of the factions will react to the disproportion of the faction.




These 10 points that I have mentioned is my particular vision. I hope you pay attention, give your opinion and if I have been able to contribute something, it will always be positive. My intention is always constructive.

First of all congratulate Egosoft for its constant improvement.

Wich are your 10 most important points?

Sorry for my English!
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Re: 10 points you think they should be!

Post by Slashman »

That's actually a pretty good list.

I agree with all except maybe about the more powerful pirates. I think that pirates should remain a low level threat but branch into more aspects of the world. Like smuggling, trading illegal goods, trading slaves and hacking stations for profit. Essentially become a shadow organization with their hands in everything without becoming an overwhelming military force.
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Shuulo
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Re: 10 points you think they should be!

Post by Shuulo »

All the points you listed are neither basic or easy, as you implied in first sentences.
Diplomacy and most of things you suggest are very hard to balance in a way that will please most of the players. Im pretty sure a lot of players will see these things unnecessary and as those that limit their freedom in the game.
I agree with some points, especially 3,4 (maintenance thing), 9 and may add some more to the list, but others are not so needed, e.g. for player that focuses on exploration neither of this matters or even seeing as not necessary, this is space sim at the end, not political simulator.
This is my opinion though, i would like Devs to focus currently on more essential things, but would be happy if things like this will be implemented via mods.
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Gween
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Re: 10 points you think they should be!

Post by Gween »

To be honest, I dislike almost every single bullet point on your list:

1. This is useless and easily exploitable by just sending ships one after another through the sector but you won't be able to help a faction struggling with losing a sector to the xenon for example except if you have rank x in faction x, by which time it could be too late already

2. Why would you want that? That's not how economy works and it would again potentially keep you from helping struggling factions because the faction that your character is from just pays you better in most cases.

3. Factions partially live from your fleets supply of wares and defenses. Your system could potentially kill faction x just because you chose to be friends with faction y and couldn't trade with faction x anymore

4. Ship upkeep won't have any effect on your normal game. In early game it's too small to matter, in late game you can simply outproduce it.

5. Why not just have diverse missions?

6. How would that work then? Do I have a tradeship filled with 600 high quality advanced composites, 50 medium quality ones and 270 low quality ones? and at what rate would buyers lower the amount of money they give me? And at what rate would sellers lower the price?
Offer and demand is the perfect system for X-series and the dynamic economy makes it even better. No need for stuff like that.

7. this is actually a good idea, even though I wonder how you would balance it in the game

8. mining permits: This would just make you mine in pirate sectors which would only cause needless frustration until you built a proper defense fleet. Also, the fact that mining ships are so cheap makes them the perfect early game money makers. Having to pay for permission for mining AND for the right to trade with factions (which I already mentioned earlier is a dumb idea) would completely destroy that. In fact, in my first playthrough of X4 I skipped the manual trading phase completely because you can just do 2 "destroy mines" missions and be at 500% efficiency compared to trading how it is right now. you'd make 800% out of that 500%

9. this is probably different from game to game, but in my main savegame (around 200 hours in) I get constant notifications from my pilots who get attacked and so on.

10. useless too because at the moment (pre dlc) there are only 2 wars (excluding Xenon): Par vs HoP and Arg vs HoP. The reasons why they dislike each other are explained in the lore and there's no real need for politics in it

tl:dr: I feel like you want to put a lot of politics and bureaucracy in the game which is just not really needed
alexthespaniard
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Re: 10 points you think they should be!

Post by alexthespaniard »

Gween wrote: Tue, 14. Jan 20, 18:28 To be honest, I dislike almost every single bullet point on your list:

1. This is useless and easily exploitable by just sending ships one after another through the sector but you won't be able to help a faction struggling with losing a sector to the xenon for example except if you have rank x in faction x, by which time it could be too late already

2. Why would you want that? That's not how economy works and it would again potentially keep you from helping struggling factions because the faction that your character is from just pays you better in most cases.

3. Factions partially live from your fleets supply of wares and defenses. Your system could potentially kill faction x just because you chose to be friends with faction y and couldn't trade with faction x anymore

4. Ship upkeep won't have any effect on your normal game. In early game it's too small to matter, in late game you can simply outproduce it.

5. Why not just have diverse missions?

6. How would that work then? Do I have a tradeship filled with 600 high quality advanced composites, 50 medium quality ones and 270 low quality ones? and at what rate would buyers lower the amount of money they give me? And at what rate would sellers lower the price?
Offer and demand is the perfect system for X-series and the dynamic economy makes it even better. No need for stuff like that.

7. this is actually a good idea, even though I wonder how you would balance it in the game

8. mining permits: This would just make you mine in pirate sectors which would only cause needless frustration until you built a proper defense fleet. Also, the fact that mining ships are so cheap makes them the perfect early game money makers. Having to pay for permission for mining AND for the right to trade with factions (which I already mentioned earlier is a dumb idea) would completely destroy that. In fact, in my first playthrough of X4 I skipped the manual trading phase completely because you can just do 2 "destroy mines" missions and be at 500% efficiency compared to trading how it is right now. you'd make 800% out of that 500%

9. this is probably different from game to game, but in my main savegame (around 200 hours in) I get constant notifications from my pilots who get attacked and so on.

10. useless too because at the moment (pre dlc) there are only 2 wars (excluding Xenon): Par vs HoP and Arg vs HoP. The reasons why they dislike each other are explained in the lore and there's no real need for politics in it

tl:dr: I feel like you want to put a lot of politics and bureaucracy in the game which is just not really needed
———————————————
I have about 700h and I have experimented a mass production of all the resources and ships without any sense. You will see what I’m suggesting that’s maybe why I have this opinion in the late game.

The quality could be measured with levels of preferences to make people buy the producer’s stuff such as the the IA.

The bureaucracy is necessary for coherence you can’t have a fleet of 50 destroyers and Argon (for ex) they have to be worried if someone is not in the faction.

They have to look at the player with fear if his/her actions are hostile. They plan to add more factions so is important. You can see some mechanics in more simple games like Vic 2 or Mount&Blade I’ m sure they can do better job and talewords was a small team when they did the game like Paradox when VIC 2.

And there are “no pirates”.

And an other think is that

And the balance I’m suggesting is for the Maintenance and ecosystem of the game if you only produce like the rest of the factions with no cost makes a insostenible universe.

In all history it has been a balance of power between the factions such as Greece, China, Rome, Spain, France, England, Germany and USA had a bit of supremacy but never for a really long time except Rome, Spain, And England. And if you are selling a free game experience give a spontaneous gameplay but with logic rules then you really have a free game experience. That’s why you need causes and consequences, not a flat game.
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ezra-r
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Re: 10 points you think they should be!

Post by ezra-r »

Very good points towards inmersion and making the game more enjoyable.

Hope they integrate any of them.
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Axeface
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Re: 10 points you think they should be!

Post by Axeface »

I agree with many of these points, especially with point 4. Ship quotas and salaries I think would all make things a lot more interesting, and also help with the bloat problem - I'de be very happy to see any in-fiction reason to nudge us to not saturate the game with ships (optional).
Ship Quotas could be a general rule related to a sum of your rep with all factions (quota increases if you play nice with everyone), and when the player breaks the quota (and depending on how much they break it) rep is lost, until all factions eventually declare war on the player until their power is bought back in-line. It just makes sense that whole nations would try to impose limits to the power of any single corporation (which is what the player is really right).

There would need to be a new way to convey this information to the player without making egosoft record voice lines - which brings me to my biggest feature wish for x4, a dynamic news/bulletin system such as the one present in XTC for X3.
Shuulo wrote: Tue, 14. Jan 20, 17:17 this is space sim at the end, not political simulator.
I think as this game franchise develops adding 'politics-lite' is just a natural progression.
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eXalt!
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Re: 10 points you think they should be!

Post by eXalt! »

Although I think the OP asks for some overcomplicated mechanics (IMHO), I get the point hes trying to introduce and I totally agree, specially after reading the references to “paradox games” and “mount & blade” (you are my gaming-bro OP!).

The X-universe could take advantage of some Mount & blade single player campaign mechanics (It is surprisingly similar to the X-Universe, just replace ships with warbands and stations/sectors with villages, castles & cities). In M&B the -political- map is in a constant change but in constant balance too, actually never going super far from the initial map setting without serious intervention of the player.
Balance Mechanics:
-time at peace slowly increases a faction agro towards everyone, while time spent at war makes the opposite.
-Faction getting too big increases the other factions agro towards it, being a small faction reduces it (so they are more likely to make an alliance and attack the big one).
-Being already in a war decreases agro of the factions involved with the rest.
Player intervention:
-Some characters offer missions to increase, others to decrease, the agro between factions.
-Player attacks on military or economy change the power of a faction as usual.

Now translate that to X-Foundations, include the player faction in that equation and you will be adding some serious salt and pepper to the game.
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Gween
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Re: 10 points you think they should be!

Post by Gween »

alexthespaniard wrote: Tue, 14. Jan 20, 20:23 ———————————————
I have about 700h and I have experimented a mass production of all the resources and ships without any sense. You will see what I’m suggesting that’s maybe why I have this opinion in the late game.

The quality could be measured with levels of preferences to make people buy the producer’s stuff such as the the IA.

The bureaucracy is necessary for coherence you can’t have a fleet of 50 destroyers and Argon (for ex) they have to be worried if someone is not in the faction.

They have to look at the player with fear if his/her actions are hostile. They plan to add more factions so is important. You can see some mechanics in more simple games like Vic 2 or Mount&Blade I’ m sure they can do better job and talewords was a small team when they did the game like Paradox when VIC 2.

And there are “no pirates”.

And an other think is that

And the balance I’m suggesting is for the Maintenance and ecosystem of the game if you only produce like the rest of the factions with no cost makes a insostenible universe.

In all history it has been a balance of power between the factions such as Greece, China, Rome, Spain, France, England, Germany and USA had a bit of supremacy but never for a really long time except Rome, Spain, And England. And if you are selling a free game experience give a spontaneous gameplay but with logic rules then you really have a free game experience. That’s why you need causes and consequences, not a flat game.
Again, why do you wanna bring so much politics into the game?
X is about trading, fighting, building an empire, exploring things. politics would just completely overcomplicate things.
You already have simple politics (at reputation y the faction starts attacking your ships in their sectors) and that's enough for what the game wants to be. It's the same reason why we have a basic offer/demand market in all X games
alexthespaniard
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Re: 10 points you think they should be!

Post by alexthespaniard »

Gween wrote: Wed, 15. Jan 20, 06:42
alexthespaniard wrote: Tue, 14. Jan 20, 20:23 ———————————————
I have about 700h and I have experimented a mass production of all the resources and ships without any sense. You will see what I’m suggesting that’s maybe why I have this opinion in the late game.

The quality could be measured with levels of preferences to make people buy the producer’s stuff such as the the IA.

The bureaucracy is necessary for coherence you can’t have a fleet of 50 destroyers and Argon (for ex) they have to be worried if someone is not in the faction.

They have to look at the player with fear if his/her actions are hostile. They plan to add more factions so is important. You can see some mechanics in more simple games like Vic 2 or Mount&Blade I’ m sure they can do better job and talewords was a small team when they did the game like Paradox when VIC 2.

And there are “no pirates”.

And an other think is that

And the balance I’m suggesting is for the Maintenance and ecosystem of the game if you only produce like the rest of the factions with no cost makes a insostenible universe.

In all history it has been a balance of power between the factions such as Greece, China, Rome, Spain, France, England, Germany and USA had a bit of supremacy but never for a really long time except Rome, Spain, And England. And if you are selling a free game experience give a spontaneous gameplay but with logic rules then you really have a free game experience. That’s why you need causes and consequences, not a flat game.
Again, why do you wanna bring so much politics into the game?
X is about trading, fighting, building an empire, exploring things. politics would just completely overcomplicate things.
You already have simple politics (at reputation y the faction starts attacking your ships in their sectors) and that's enough for what the game wants to be. It's the same reason why we have a basic offer/demand market in all X games
They don’t explain you why you are in war. And is Enough if you want a 400h-500h game but I think the community wants more a level up from X3 the players are players for 1000-2000h. The historic players wants to feel in a real space and they are waiting for a jump of quality and quantity that Egosoft are step by step making. And you need causality in the game.

I don’t understand why you don’t want a better game.
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Gween
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Re: 10 points you think they should be!

Post by Gween »

alexthespaniard wrote: Wed, 15. Jan 20, 08:00
Gween wrote: Wed, 15. Jan 20, 06:42
alexthespaniard wrote: Tue, 14. Jan 20, 20:23 ———————————————
I have about 700h and I have experimented a mass production of all the resources and ships without any sense. You will see what I’m suggesting that’s maybe why I have this opinion in the late game.

The quality could be measured with levels of preferences to make people buy the producer’s stuff such as the the IA.

The bureaucracy is necessary for coherence you can’t have a fleet of 50 destroyers and Argon (for ex) they have to be worried if someone is not in the faction.

They have to look at the player with fear if his/her actions are hostile. They plan to add more factions so is important. You can see some mechanics in more simple games like Vic 2 or Mount&Blade I’ m sure they can do better job and talewords was a small team when they did the game like Paradox when VIC 2.

And there are “no pirates”.

And an other think is that

And the balance I’m suggesting is for the Maintenance and ecosystem of the game if you only produce like the rest of the factions with no cost makes a insostenible universe.

In all history it has been a balance of power between the factions such as Greece, China, Rome, Spain, France, England, Germany and USA had a bit of supremacy but never for a really long time except Rome, Spain, And England. And if you are selling a free game experience give a spontaneous gameplay but with logic rules then you really have a free game experience. That’s why you need causes and consequences, not a flat game.
Again, why do you wanna bring so much politics into the game?
X is about trading, fighting, building an empire, exploring things. politics would just completely overcomplicate things.
You already have simple politics (at reputation y the faction starts attacking your ships in their sectors) and that's enough for what the game wants to be. It's the same reason why we have a basic offer/demand market in all X games
They don’t explain you why you are in war. And is Enough if you want a 400h-500h game but I think the community wants more a level up from X3 the players are players for 1000-2000h. The historic players wants to feel in a real space and they are waiting for a jump of quality and quantity that Egosoft are step by step making. And you need causality in the game.

I don’t understand why you don’t want a better game.
X3 managed easily to make saves that are 2000 hours long fun. Without any politics at all. What X4 is missing is lategame content (which is already under development) It doesn't need politics. I think you mistake X4 for a 4X (haha funny joke I laugh) Where all of your bullet points would make sense. But X4 is a space sim, not a politics and bureaucracy simulator with spaceships
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Re: 10 points you think they should be!

Post by Slashman »

Gween wrote: Wed, 15. Jan 20, 09:07

X3 managed easily to make saves that are 2000 hours long fun. Without any politics at all. What X4 is missing is lategame content (which is already under development) It doesn't need politics. I think you mistake X4 for a 4X (haha funny joke I laugh) Where all of your bullet points would make sense. But X4 is a space sim, not a politics and bureaucracy simulator with spaceships
Because it would be cool to have both. Just because you want something more simple doesn't mean other people don't want more or to explore a different aspect of space games.

I don't expect all of those suggestions to get implemented but it would be nice to have at least a few.
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Gween
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Re: 10 points you think they should be!

Post by Gween »

Slashman wrote: Wed, 15. Jan 20, 13:45
Gween wrote: Wed, 15. Jan 20, 09:07

X3 managed easily to make saves that are 2000 hours long fun. Without any politics at all. What X4 is missing is lategame content (which is already under development) It doesn't need politics. I think you mistake X4 for a 4X (haha funny joke I laugh) Where all of your bullet points would make sense. But X4 is a space sim, not a politics and bureaucracy simulator with spaceships
Because it would be cool to have both. Just because you want something more simple doesn't mean other people don't want more or to explore a different aspect of space games.

I don't expect all of those suggestions to get implemented but it would be nice to have at least a few.
Ok, so again:

among other things you're asking for buyable mining permits and rights to trade.
So I want to ask you now, How you are supposed to start the game? Trading was the "launch" in every X game, and now, you first have to BUY a permit to be able to BUY or SELL products to a faction. Same with mining. Mining permits would be useful and immersive if ore, silicon and so on would be a limited resource in the universe. But you literally have unlimited amounts of it.
But back to my question: How are you supposed to start off a new savegame? How are you supposed to gain faction rep and money?
Of course you could say, that one can do missions, but that would be very unrealistic, because why would the faction trust me with important missions, when they don't even trust me enough to trade with them?
In lategame then comes another problem with the permits: They don't matter anymore at all. Since there's no reason to make the prices scale with your gameprogress, the permits will be a nuisance in early game and just won't matter at all in late game.

Another thing is the fleet size thing: It bothers you that one can easily build millions of ships in a savegame. So what? Just don't do it. Set your own goals and limits. That's part of sandboxes and Simulators like X is.
For example, in Flight simulator X you can potentially land and lift off everywhere on the planet, you can fly through trees in a forest, so you can basically use a forest as a runway. And you know, why the people don't do it? Because they don't want to and they wanna "roleplay". So why do you need an artificial limit to how many ships you can build? If you want a reason to have limited amounts of ships, just make one up for your specific savegame.

Another thing you want is that faction get "scared" or paranoid when you send a too big fleet through their sectors. While that generally makes sense, X4 isn't stellaris, where you can just navigate your fleet around those sectors.
If I want to get to Matrix #451 for example I HAVE TO move through Teladi Sectors. There's no way around it. So do you really want that (let's say my goal is to obliterate the xenon) I have to deal with teladi politics to achieve my goal even though they are completely unrelated to it and are probably even thankful if I move my 100 destroyers there and obliterate every single piece of AI I can find?
The system you want only works in 4X games, where all factions slowly expand throughout the map and choose where they expand to and when. It doesn't work in a game, where the faction already assimilated all the routes and sectors on the map. This again shows that you want X4 to become a 4xlike strategy game.
doesn't mean other people don't want more or to explore a different aspect of space games
Let's be honest: At the moment, X4 is still struggling with some things that ARE aspects of X games. Why would you bring in politics (which is a COMPLETELY new aspect to the X series) as another thing to work on when not even the base aspects work 100% yet?

PERSONALLY I would like your ideas as a DLC. A dlc which maybe introduces a new faction that really has the hots for bureaucracy and paperwork. But I think it would ruin the base game because it's not what "X" as a series is.
What it needs first is endgame tasks: Endgame plots, a "threat" to the universe which gets bigger and stronger as the game progresses, so you always have to be on your heel and have your fleets ready.
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Re: 10 points you think they should be!

Post by Axeface »

Gween wrote: Wed, 15. Jan 20, 14:29 Another thing is the fleet size thing: It bothers you that one can easily build millions of ships in a savegame. So what? Just don't do it. Set your own goals and limits. That's part of sandboxes and Simulators like X is.
Ive seen this arguement before, and while some sandbox games give the player 'creative' or some kind of godmode for just 'messing around in', just as many sandbox games impose limits on the player for a multitude of reasons. Im not sure why some people seem to think sandbox = total freedom, it does not - X4 is a spacesim/empire building/space trucking/exploration game set in a deep fictional universe, it isnt something like space engineers with no lore or setting, where players just mess around and build stuff. The X games are supposed to be fiction, and for many people that is very important, for some its irrelevant. X4 has many, many, many reasons why limits should be imposed. To me the lack of limits is a problem and I want to see them introduced.
Gween wrote: Wed, 15. Jan 20, 09:07 X3 managed easily to make saves that are 2000 hours long fun. Without any politics at all. What X4 is missing is lategame content (which is already under development) It doesn't need politics. I think you mistake X4 for a 4X (haha funny joke I laugh) Where all of your bullet points would make sense. But X4 is a space sim, not a politics and bureaucracy simulator with spaceships
X3 had politics in the form of plots - so did rebirth. Yes it had virtually no gameplay for it, but it was there for people that find it important. Making some simple systems to represent politics is a natural progression for a series where the player builds an empire in a deep fictional setting.
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Gween
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Re: 10 points you think they should be!

Post by Gween »

Axeface wrote: Wed, 15. Jan 20, 14:42
Gween wrote: Wed, 15. Jan 20, 14:29 Another thing is the fleet size thing: It bothers you that one can easily build millions of ships in a savegame. So what? Just don't do it. Set your own goals and limits. That's part of sandboxes and Simulators like X is.
Ive seen this arguement before, and while some sandbox games give the player 'creative' or some kind of godmode for just 'messing around in', just as many sandbox games impose limits on the player for a multitude of reasons. Im not sure why some people seem to think sandbox = total freedom, it does not - X4 is a spacesim/empire building/space trucking/exploration game set in a deep fictional universe, it isnt something like space engineers with no lore or setting, where players just mess around and build stuff. The X games are supposed to be fiction, and for many people that is very important, for some its irrelevant. X4 has many, many, many reasons why limits should be imposed. To me the lack of limits is a problem and I want to see them introduced.
Gween wrote: Wed, 15. Jan 20, 09:07 X3 managed easily to make saves that are 2000 hours long fun. Without any politics at all. What X4 is missing is lategame content (which is already under development) It doesn't need politics. I think you mistake X4 for a 4X (haha funny joke I laugh) Where all of your bullet points would make sense. But X4 is a space sim, not a politics and bureaucracy simulator with spaceships
X3 had politics in the form of plots - so did rebirth. Yes it had virtually no gameplay for it, but it was there for people that find it important. Making some simple systems to represent politics is a natural progression for a series where the player builds an empire in a deep fictional setting.

That simple gameplay system exists already: It's called faction reputation. If your reputation is bad, they attack you and you can't trade with them. If it's good, they allow you to build stations, trade, buy their military ships and so on. Does it really need to be more complicated than "Prove yourself to us and we give you rewards"?

And what is limiting the amount of ships in the X universe when you literally have infinite resources? And I'm not talking about respawning asteroids, but the sheer size of sectors with huge asteroidfields in them that infinitely expand with the sector. Even if in the lore that amount isn't infinite it's still big enough to be able to produce fleets that cover every meter of the highway ring and more.
To me the lack of limits is a problem and I want to see them introduced.
so you want to limit every player even if they think different just because you want a limit for yourself? I think the way, where the fleetsize is unlimited and you set your own limit (if you want one) is better for everyone.
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Re: 10 points you think they should be!

Post by Axeface »

Gween wrote: Wed, 15. Jan 20, 14:49 so you want to limit every player even if they think different just because you want a limit for yourself? I think the way, where the fleetsize is unlimited and you set your own limit (if you want one) is better for everyone.
Sorry I should have said 'soft' limits (like i said in a post earlier). Where if the player has too many ships they take rep hits, they can still break the limits if they want but their expansion will be harder and take longer if they do because they might be at war with everyone - i'de wager the type of player that wants to take over the universe would welcome that? Ive seen a lot of people complain that the game is too easy once you have a shipyard, this kind of thing would make it harder and at the same time fullfil a lore role for those that care about immersion and believibility.
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Gween
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Re: 10 points you think they should be!

Post by Gween »

Axeface wrote: Wed, 15. Jan 20, 15:18
Gween wrote: Wed, 15. Jan 20, 14:49 so you want to limit every player even if they think different just because you want a limit for yourself? I think the way, where the fleetsize is unlimited and you set your own limit (if you want one) is better for everyone.
Sorry I should have said 'soft' limits (like i said in a post earlier). Where if the player has too many ships they take rep hits, they can still break the limits if they want but their expansion will be harder and take longer if they do because they might be at war with everyone - i'de wager the type of player that wants to take over the universe would welcome that? Ive seen a lot of people complain that the game is too easy once you have a shipyard, this kind of thing would make it harder and at the same time fullfil a lore role for those that care about immersion and believibility.
Well, the problem is, At the moment it is easily possible to take over a sector with around 5 destroyers, a carrier and a few fighters (I did it because HOP hates me in my main savegame) So the question is, How you want to balance it? It won't affect the "universe conquerer" if you place a potential (indirect) limit at 100 ships. But having the limit at 5 destroyers already would be way too limiting. It also won't matter in the endgame because you simply don't rely on the other factions anymore once you have a selfsustaining shipyard and some stations that sell wares so that you also have unlimited money. There's also the fact that most factions don't even have a fleet/ don't use it to counteract your building of a huge fleet. Only big fleets I see are HOP and TEL. MIN, ANT, PAR barely have any destroyers. ARG fleet is just sitting in Argon prime in my game, no matter what happens in their other sectors.
Point is: While they might get angry at you, in late game, you don't need them at all, but they also can't do more than throw rocks at you ships because they don't have proper fleets to counter you
GCU Grey Area
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Re: 10 points you think they should be!

Post by GCU Grey Area »

100 ships? Would hate that myself, as I would any limit on ships. In my current game one of my stations on it's own has way more ships than that assigned to it - 60 M Miners, 25 XL freighters (Nomads) & 50 M gunships (parked on the docking bays of those freighters). Would absolutely hate to hit an arbitrary ship limit which means I can't continue the game because I can't get any more ships to support my stations.
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Gween
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Re: 10 points you think they should be!

Post by Gween »

GCU Grey Area wrote: Wed, 15. Jan 20, 15:55 100 ships? Would hate that myself, as I would any limit on ships. In my current game one of my stations on it's own has way more ships than that assigned to it - 60 M Miners, 25 XL freighters (Nomads) & 50 M gunships (parked on the docking bays of those freighters). Would absolutely hate to hit an arbitrary ship limit which means I can't continue the game because I can't get any more ships to support my stations.
Well, as I said, I don't like any limit myself, but those guys are talking about a "soft limit" where you just have to pay taxes for having more than x amount of ships and factions don't like it when you have more than y amount of military ships
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Re: 10 points you think they should be!

Post by alexthespaniard »

Gween wrote: Wed, 15. Jan 20, 16:02
GCU Grey Area wrote: Wed, 15. Jan 20, 15:55 100 ships? Would hate that myself, as I would any limit on ships. In my current game one of my stations on it's own has way more ships than that assigned to it - 60 M Miners, 25 XL freighters (Nomads) & 50 M gunships (parked on the docking bays of those freighters). Would absolutely hate to hit an arbitrary ship limit which means I can't continue the game because I can't get any more ships to support my stations.
Well, as I said, I don't like any limit myself, but those guys are talking about a "soft limit" where you just have to pay taxes for having more than x amount of ships and factions don't like it when you have more than y amount of military ships
Well I don't want to use again my argument It is no longer just a matter of game limits. It is a question that you can build a faction. This should imply that how that faction acts in the game. It can't be that the rest of the factions don't care about you. Only if you attack them they take you into account because it makes no sense. There must be causes, effects, interaction and a balance of power.

That is why some political rules of the game are so important because otherwise your presence in the game has no other meaning than to accumulate money and ships. And the limit of ships is something that has existed in reality and could be an editable number for the user.

As for the borders, it is something that happens today and has always happened in history. That is why there will be people (or AI) that will give more importance to some sectors or others. And the struggle of interests, preferences and location will make more sense than ever. It is also true that they plan to add more sectors so the space will be more communicated.

 That would open the doors to many people who don't have NASA computers. I have a computer almost from NASA and in my game the game was very slow.

Also a point that I would add is the number of rooms as seen in some mods in large ships. Like the bar or other modules that gives a huge immersion in space and it was already done in XReb.

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