Vitez wrote:That's a pretty silly stance.Earth ultimatum IV. wrote:
- No multiplayer - if it isn't an MMO, then I really don't see the point. Tons and tons of sectors only with you two/three/...ten doing what? Combining
your power to make a station complex?
What are you going to do with only the *one* of you? Make a station complex? Co-op would be perfect for the X series. I have a ton of friends that will never touch this game because it's slow and boring.
But, if I could invite them into my galaxy and just hand them a tricked out fighter that they didn't have to play 60+ hours to get themselves - then turn them loose on some Xenon, then they would probably have fun. And if they blow up my ship, no biggy. I've got 30 more in this carrier right here.
what i want in X-rebirth
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Re: what i want in X-rebirth
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it seems we will once again have our very own betty what more could we ask from that point on?papakill wrote: No crew in small fighter of course ! But why not a robot slot ? Like R2D2 on the Luke Skywalker fighter ?

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Re: what i want in X-rebirth
Welcome to the X-Universe, where the "one" of you makes complexes, fights wars, discovers hidden places etc.jkflipflop98 wrote: That's a pretty silly stance.
....
What are you going to do with only the *one* of you?
So, what am I going to do? The same thing I've done for almost 12 years now: play a good X game.
- Look at a multiplayer game (Left4Dead, SoaSE, or even Black Prophecy - which is "said" to be an MMO) and now look at X.
A LAN based multiplayer game needs to bee relatively small, so that your friends and enemies won't get lost and closed so you won't have infinite space to escape.
- Second, if you play an MMO, the world could change even if you're not online, but in SoaSE or L4D, you either play or you don't.
- Third: "Tons and tons of sectors only with you two/three/...ten doing what? Combining
your power to make a station complex?". Because what else could you do? Sure, you could fight Xenon/Khaak - but then you're missing the other parts of the game and just fighting. Not to mention the whole X-series is based on one thing: CHALLENGE. You have to get enough reputation with the races, prove that you can fly a capital ship and have some tricks - or prove that you can lead an economical empire. Hell, I let my friend have one of my save games, he couldn't shoot down one Xenon M4 - while I eliminate a sector with a Nova. Even in multiplayer you have a challenge: I've played 4 on 1 several times and after a few weeks I've always won now; in SoaSE, your capital ships develop and as they reach new levels they become stronger and get closer to your heart (I always feel proud of my first Kol Battleship when the campaign's over and it's still alive. I wouldn't feel like that if someone simply gave it to me and said "go kill the Vasari". When you play a game then your character (ship) and yourself develop, and you play it because you like it; if you like it then you'll play it no matter how slow it is. My friend bought me a copy of ME2 - he even gave me his old savegame with a fully buffed Shepard. I don't play it. Why? Because I don't like ME.
- As I already said, X is more then simply dogfighting (that's why I love it): you know, TRADE FIGHT BUILD THINK. You can't just take out one aspect of the game and make it a LAN based game. These 4 things could only be made enjoyable within an MMO, and not a LAN game.
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1. Let us move and minimize UI elements, even if this is just for the pop-up windows. For instance, trying to place stations where I want them to have a nice looking complex is a royal pain, because the map is right in the middle of the screen and I can't move or minimize it so I can get a clear view of the station I'm trying to place.
2. Allow us to name our saved games whatever we want. If we don't type in a custom name, then have it put the default file name like it does now.
3. Don't limit the number of saved game slots. After all, this is a PC game, not a console game.
4. Repair Drones - These would be small drones equipped with a single repair laser each.
5. Ships we are escorting should never have drones or even fighters of their own. This is one of the main reasons these ships won't fly through the next gate. Every time they get ready to fly through a gate and another enemy spawns, they launch all their drones then sit there after the enemy is dealt with waiting on the drones to dock before it tries again. Most of the time, this take long enough for another enemy wave to spawn.
6. All game starts should have at least 1 of the highest shields installed for that ship type or multiple shields of a lower type.
7. When buying used ships, the previous owner should not be allowed to strip everything from the ship unless it is docked at a station or is ejected into space. Having all the stuff just disappear when the pilot ejects breaks the immersion factor big time, since it's impossible to have the space suit hold all that gear.
Edit:
8. Allow us to set both the buying and selling price for the intermediate wares in a complex not just the buying price.
2. Allow us to name our saved games whatever we want. If we don't type in a custom name, then have it put the default file name like it does now.
3. Don't limit the number of saved game slots. After all, this is a PC game, not a console game.
4. Repair Drones - These would be small drones equipped with a single repair laser each.
5. Ships we are escorting should never have drones or even fighters of their own. This is one of the main reasons these ships won't fly through the next gate. Every time they get ready to fly through a gate and another enemy spawns, they launch all their drones then sit there after the enemy is dealt with waiting on the drones to dock before it tries again. Most of the time, this take long enough for another enemy wave to spawn.
6. All game starts should have at least 1 of the highest shields installed for that ship type or multiple shields of a lower type.
Spoiler
Show
Case in point, Unholy Traitor only has a single 5 MJ shield even though it can mount several 25 MJ shields. I get that this is supposed to be a very hard start, but it borders on impossible in most of the starting sectors primarily due to inadequate shields. Considering the fact that this is a stolen prototype, the original owners certainly would have had more shields installed.
Edit:
8. Allow us to set both the buying and selling price for the intermediate wares in a complex not just the buying price.
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NO. i meant CO-OP through LAN or on STEAM with FRIEND or FAMILY MEMBER-
it shall be just normal game, but there will be TWO pilots against space. not one.
also, the server host would take starting scenario and they will play from start, they will start in the same sector, as friends with the same equipment and be able to play plots or play separately.
if they will leave the game, they would be able to start it again and continue where finished together. the game wont launch with only one player present.
planets- planets are AWAITED in X but not WANTED.
walking around stations- what the hell? biggest bull i ever heard.
walking around ships- only with capitals and transports.
PS: bull is not bad word. it means stupidness
+more ships=more fun= more play styles
it shall be just normal game, but there will be TWO pilots against space. not one.
also, the server host would take starting scenario and they will play from start, they will start in the same sector, as friends with the same equipment and be able to play plots or play separately.
if they will leave the game, they would be able to start it again and continue where finished together. the game wont launch with only one player present.
planets- planets are AWAITED in X but not WANTED.
walking around stations- what the hell? biggest bull i ever heard.
walking around ships- only with capitals and transports.
PS: bull is not bad word. it means stupidness

+more ships=more fun= more play styles
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Doubleposts are not welcome here and where do you get the info about the current status of the gameEarth ultimatum IV. wrote:EHM... wrong.
the game is not finished, just the engine is finished.
at the moment ego is building the space,ships and plots.
so? something may be added still.

Support optional Steam-free X:R!
optional (!!!) Non-Steam XR release or we won't buy!
Steam = Game Over!
optional (!!!) Non-Steam XR release or we won't buy!
Steam = Game Over!
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Why is station walking anymore bull than ship walking in capitals and transports? At least in stations there can be a plethora of gameplay elements added. And as a game that is think, build, trade, and fight. Not all gameplay need be combat.Earth ultimatum IV. wrote:NO. i meant CO-OP through LAN or on STEAM with FRIEND or FAMILY MEMBER-
it shall be just normal game, but there will be TWO pilots against space. not one.
also, the server host would take starting scenario and they will play from start, they will start in the same sector, as friends with the same equipment and be able to play plots or play separately.
if they will leave the game, they would be able to start it again and continue where finished together. the game wont launch with only one player present.
planets- planets are AWAITED in X but not WANTED.
walking around stations- what the hell? biggest bull i ever heard.
walking around ships- only with capitals and transports.
PS: bull is not bad word. it means stupidness
+more ships=more fun= more play styles
To be honest I would not mind a spaceflight similator hybrid with first person shooter


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All nice suggestions.
What I really want to see is FULL Eyefinity support. With the huds centered, the fisheye effect tweaked for the best look, all that good stuff. The community will probably find workarounds for bugs, missing support, horrible FOV, and other inconveniences, but honestly it would be nice if we didn't have to. We should be able to easily relocate hud elements to the center screen at the very least.
Also, I am one of those gamers that also plays around with flight sims on the side. I have a Logitech G940, which is a Stick, Throttle, and Rudder pedals. It is possible to get these working with X-TC, but (In windows 7 x64 at least) it requires all kinds of little workarounds, tweaks, settings, a third party program, some cheetahs blood, a santa ria candle, and a live chicken. I would love to see full out of the box support for newer usb joysticks in combination with current gen operating systems (x64 bit included), throttles, rudders, ect.
Don't get me wrong! Keyboard control is good too, but its nice to be able to map your menu functions to a hat switch on the throttle, map all your frequently used stuff to the various buttons and switches, and barely have to use the keyboard at all, all without exiting X and mapping all kinds of stuff to a third party program so that X will recognize the keystrokes.
Thanks for reading!
What I really want to see is FULL Eyefinity support. With the huds centered, the fisheye effect tweaked for the best look, all that good stuff. The community will probably find workarounds for bugs, missing support, horrible FOV, and other inconveniences, but honestly it would be nice if we didn't have to. We should be able to easily relocate hud elements to the center screen at the very least.
Also, I am one of those gamers that also plays around with flight sims on the side. I have a Logitech G940, which is a Stick, Throttle, and Rudder pedals. It is possible to get these working with X-TC, but (In windows 7 x64 at least) it requires all kinds of little workarounds, tweaks, settings, a third party program, some cheetahs blood, a santa ria candle, and a live chicken. I would love to see full out of the box support for newer usb joysticks in combination with current gen operating systems (x64 bit included), throttles, rudders, ect.
Don't get me wrong! Keyboard control is good too, but its nice to be able to map your menu functions to a hat switch on the throttle, map all your frequently used stuff to the various buttons and switches, and barely have to use the keyboard at all, all without exiting X and mapping all kinds of stuff to a third party program so that X will recognize the keystrokes.
Thanks for reading!
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That cant be done if SETA exists. The game would become boring without it.builder680 wrote:I agree a new forum would be nice... but until then the choices are mega threads... or the specter of every day having 20 new threads on the front page of this forum about "MP in Rebirth?!" "I have an idea for Rebirth!" "Do you think Rebirth will do 'such and such'?" and "What I want in Rebirth." I know which one I prefer.
Gonna stop bumping now, I'm contributing to it. Egads!
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I remembered an annoyance: The throttle on the joystick. I use a Saitek ST290 Pro it has a throttle lever I can raise and lower, but the X games have a -10 m/s reverse on the ships making my throttle pretty worthless. I have to fiddle with it halfway between up and down to get my ship to a full stop. If there were an option somewhere to completely remove the reverse so that my throttle in the all-the-way-down position would be 0 m/s instead of -10 m/s that would be perfect.
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Just my 2c.
I'd like too see more scripting. Actually, better scripting.
Scriping in X2/3 is quite for hackers only, with a mix of low level and high level functions.
How about security levels? I mean, at the basic level, you can use only functions for common stuff, such as buying a ware (while docked at station, and at the station price). You can write/run such a script (script editor should be always avalable w/o any weird renaming game to activate it - debug info it's a different and separated matter) w/o getting your game "modified" because those are "safe", non cheating functions.
This way scripters can write some useful (albeit somehow simple and limited) scripts, and they don't even need to be signed.
Then you get the intermediate stuff, which is kind of debatable but still not really cheating (such as: "equip ship with jumpdrive, paying twice the price"). Running such a script will make your game modified, but still it creates a common base of "regular, easy to verify and eventually for Egosoft to "sign" scripts. Users who don't care about their "modified" status can safely install (if they feel like to do so) a script w/o getting the idea that they are cheating. They can still share their gaming experiences because they still play by the rules, even if a relaxed set of rules (just to make it clear: the above mentioned "install jumpdrive" function would always charge twice the price, thus setting a standard rule: you can have ships with preinstalled jumpdrives or jumpdrive kits, but the cost is fixed. In X3, the scripter would just choose what to charge, from 0 credits to billions, because "install jumpdrive" and "charge the user" are separate commands).
The advanced stuff is low level functions, such as "add credits to player accounts", which give full power to script developers. This is how it is currently. This kind of scripts have full access to the game, and not only they can cheat freely but are also harder to debug and much less safe to run.
Moreover, the current level of the game shouldn't determined by the scripts you install and run, but quite the other way around... the player should be able to set the "allowed level of scripting", from "safe" to "full open", and the engine simply won't run scripts that contain the forbidden functions (the required level for running a script can be easily computed at compile time, and is a property of the script based on what functions it uses).
Let's say the player installs a CAG-like script. If coded properly, it will offer some limited functionality even at the 'safe' level. Go there, buy ware, get back, and the like, are normal, safe functions. If the user enables the 'intermediate' scripting level, more scripts will get activated, and more commands/options appear. Think of automatic upgrades: that can be done still paying the price set by the rules. Finally, for those who like all bells and whistles, activating the 'advanced' scripting level will bring full functionality.
Scripting levels would make writing a script easier: scripts designed to run at 'safe' level can be written easily and almost safely... a gentle introduction to the world of scripting, for (almost) everyone. And only true hackers will need the 'advanced'' level, and only for the fanciest stuff they write.
I'd like too see more scripting. Actually, better scripting.
Scriping in X2/3 is quite for hackers only, with a mix of low level and high level functions.
How about security levels? I mean, at the basic level, you can use only functions for common stuff, such as buying a ware (while docked at station, and at the station price). You can write/run such a script (script editor should be always avalable w/o any weird renaming game to activate it - debug info it's a different and separated matter) w/o getting your game "modified" because those are "safe", non cheating functions.
This way scripters can write some useful (albeit somehow simple and limited) scripts, and they don't even need to be signed.
Then you get the intermediate stuff, which is kind of debatable but still not really cheating (such as: "equip ship with jumpdrive, paying twice the price"). Running such a script will make your game modified, but still it creates a common base of "regular, easy to verify and eventually for Egosoft to "sign" scripts. Users who don't care about their "modified" status can safely install (if they feel like to do so) a script w/o getting the idea that they are cheating. They can still share their gaming experiences because they still play by the rules, even if a relaxed set of rules (just to make it clear: the above mentioned "install jumpdrive" function would always charge twice the price, thus setting a standard rule: you can have ships with preinstalled jumpdrives or jumpdrive kits, but the cost is fixed. In X3, the scripter would just choose what to charge, from 0 credits to billions, because "install jumpdrive" and "charge the user" are separate commands).
The advanced stuff is low level functions, such as "add credits to player accounts", which give full power to script developers. This is how it is currently. This kind of scripts have full access to the game, and not only they can cheat freely but are also harder to debug and much less safe to run.
Moreover, the current level of the game shouldn't determined by the scripts you install and run, but quite the other way around... the player should be able to set the "allowed level of scripting", from "safe" to "full open", and the engine simply won't run scripts that contain the forbidden functions (the required level for running a script can be easily computed at compile time, and is a property of the script based on what functions it uses).
Let's say the player installs a CAG-like script. If coded properly, it will offer some limited functionality even at the 'safe' level. Go there, buy ware, get back, and the like, are normal, safe functions. If the user enables the 'intermediate' scripting level, more scripts will get activated, and more commands/options appear. Think of automatic upgrades: that can be done still paying the price set by the rules. Finally, for those who like all bells and whistles, activating the 'advanced' scripting level will bring full functionality.
Scripting levels would make writing a script easier: scripts designed to run at 'safe' level can be written easily and almost safely... a gentle introduction to the world of scripting, for (almost) everyone. And only true hackers will need the 'advanced'' level, and only for the fanciest stuff they write.
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How about capitals and carriers being BUILT in space and being available a game day aftet being ordered. When you make a successful transaction of such a ship, something like a scaffoding will be placed either near the shipyard or where the player chooses. Transport ships keep visiting it to bring more supplies and slowly, your ships built. We can, probably, also add ship skeletons that will be viewed during the process of building.
Another idea is of some fighter ships being able to work like turrets of large ships. The ship attaches itself to the large ship. The player(and AI) has full manuverability and can launch missiles. The only thing not available is the throttle.
Another idea is of some fighter ships being able to work like turrets of large ships. The ship attaches itself to the large ship. The player(and AI) has full manuverability and can launch missiles. The only thing not available is the throttle.
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