Nanook wrote: ↑Sun, 16. Feb 25, 18:45
Sorry, but I have to call 'nonsense' on this statement. There's absolutely nothing 'Real World' about the X-Universe. Trying to force real world bits into such a fantasy world is just silly. It Is A Game!! And games have their own rules that players have to learn to follow. Do RL knights follow the same patterns as those on a chess board??
There's nothing wrong with games having rules different from the Real World. I doubt most players have any idea what Real World life is like on a Real World naval ship. And unless you actually served on one, I doubt you do, either. And the bit about "enhance gameplay" is just your opinion. In fact, IMO the current system makes gameplay simpler with simple designations for each crew type. Not having those designations would make it more complex. In My Opinion!
The "core reason why X4 has such a steep learning curve" is simply because it's a complex game. I believe many of the proposed changes in this topic would increase that complextiy. And let me point out that Real World life is very complex, with a very steep learning curve.
Egosoft describes X4 as "our most sophisticated universe SIMULATION ever," clearly referring to a simulation of the real world. I don’t understand why you're comparing it to chess—what kind of chess game is a simulation?
You also didn’t carefully read my explanation. I specifically stated that if a modification improves gameplay, real-world reference shouldn’t be a limitation. A redundant process before boarding adds nothing to gameplay, making it an unnecessary feature that Egosoft initially planned but never fully implemented. After six years, it’s highly unlikely they’ll ever allow NPCs to board player ships, so they should at least clean up these redundant mechanics that serve no purpose and only confuse players.
My proposal simplifies the system by replacing two types with a single, unified approach, streamlining the boarding process and removing unnecessary steps.
X4 may seem more complex than simpler games because it has more systems, but those systems are shallow. I often compare it to Mount & Blade, which is more complex than X4 in every aspect—combat, economy, and diplomacy—yet much easier to learn and play. This isn’t just because Mount & Blade has a solid tutorial and clear explanations for all its mechanics, but also because it simplifies and organizes its systems properly. For example, party roles allow assigning characters to improve attributes, much like crews in X4. However, Mount & Blade explains these roles clearly and doesn’t burden the player with unnecessary micromanagement before combat because that aspect isn’t critical to gameplay.
This is why many players feel that Egosoft doesn’t even play their own games. Without reading the game’s scripts, no one would know that service crew affects things like target selection in low attention mode. Hidden mechanics like these, which make no logical sense, are a major reason X4 has such a steep learning curve.
azaghal wrote: ↑Sun, 16. Feb 25, 20:49
Real world comparisons are usually a bad idea (unless the point of the game is to mimic in part or in portion parts of the real world), but... You could say that X4 is quite a counter-intuitive game instead. Probably most of the "real world" statements actually refer to this instead.
Comparing to the real world is always a good approach since it contains far more details than any game. These unknown details can make game design much easier than creating a system from scratch.
Take the crew function design as an example—there are countless reasons, often unknown to designers, why marines also perform sailors' duties in reality. If those details were properly integrated into the game, the absence of NPC boarding wouldn’t make the pre-boarding process feel so redundant.