Geek wrote:
Maybe the latter games are like this, but not the first one. And Rebirth is much more a reboot than a step forward.
Yeap, it looks like going in spiral, but I still believe that it will be a spiral - i.e. loss of features in favor of improving rest of features. That's ok, but I doubt that EgoSoft will repeat it's previous errors. It's more or less obvious already that wider audience don't like too much routine work. We like make decisions and analysis, but not dumb carry goods from A to B over and over. And "improved fleet command" and "we a aiming that every option will be accessible though a few clicks" phrases, IMO, are just proving that Ego trying to simplify and organize the UI.
Unless you mean station platforms, no.
There are any other stations? And yes, still, how exactly docking capability affects gameplay? I knew only one way - Docking Computer to the rescue and wait for shields recharge =)
Subsystems are just logical continuation of what we have already - weapon interchange, modular equipment/software, missile launchers...
You clearly have no idea of what subsystems are and how they impact the gameplay. It is not just fancy stuff. Tactics and tools change completely.
And you just sound like you have. Enlighten us. I suppose it's like Nexus (IG3) or Terminus - you have a hull with hardpoints and a lot of modules you may fit into with different advantages and disadvantages. Consider this as a cheap way (for devs) to create one thousand ships with all possible combination. Of course customization feature is cool and allow for more smooth upgrade path, but that's just improvement of we already have - change ships + change weapons.
What is really new is RPG alike research-tree for stations. But again, you may see it as simple-and-easy preset complex construction. UI advancement.
Given the wide array of choices, "preset" is too far streched.
Can you mount weapons on X3 complexes (just an example) ? Then it is not just the UI...
I tend to disagree. It's just a bunch of presets in one schematic. You can go there or here. Same situation as with ships - you may create one thousand factory types or give player an opportunity to choice and upgrade his Solar Power Plant XS into XL over time. Same as making XL with S stations and CCKs.
And yes, you can't place laser towers around your complex. As modules could be destroyed separately - it IS a complex hub with laser towers. Just tightly placed (as nobody loves to tow stations into complexes - that's boring).
X2 already had mandatory plot.
Wrong. None of the X games ever had a mandatory plot.
In X2 plot was just independent from the player. If you are too slow - it will go without you. For me it's "mandatory" - I can't just say "it may wait until I get better ship and equipment", I shall run before it will trigger further. I doubt that they will repeat this again (as X3 feature was removal of rushing plot).
If you mean "mandatory" like in Freelancer - you can't take any other mission if you have plot mission or something like that. Well, it could be like that, but again - we don't know much about plot and it's mandatoriness and that's info you can't reveal without spoilers.
And that's not changing gameplay - just switch it off and be happy. Far from being radical change.
Wrong again. You can influence course and even exit midway of local highways.
You can't influence course too much (or you will exit midway). And yes, it's just tradelines (Trade Lanes) from Freelancer with same mechanics (I even hope that they will be interruptible as in Freelancer). So, what is exactly unclear about them?
So what ? The point is Rebirth is not how much information is publicly available, but the differences between Rebirth and past X games.
Point is that people whine "We got no info, give us more info!" while you sounds like being well informed. And about difference - nothing of what you've pointed out is changing gameplay radically (except tradelines - but that's long awaited change). Inertial physics would have change gameplay dramatically, for instance. Replacing ships variety with upgrade variety or what ever else from this list do not.
Given all the errors above, I would rather say you do not have a clear picture of the next game, sorry.
Given amount of arguments you've missed out of my post I would rather say that you do not have it and trying to answer only what you have "counterarguments" for.
But wait, I understood. I suppose you mean that X gameplay is "sit in corner and wait on SETA while your highly scripted NPCs and autonomous complexes are making money". Well, in THAT case yeap - it's going to be very different game - there will be no SETA.
In other words, if previous X games could have been "Only Trade", "Only build", "Only fight" than now it's probably "Only fight" left and everything else comes in junction (Trade + Fight + Build) or you'll die out of boredom if you are not doing anything while your NPC are doing hardlifting.