I dont think i have time to watch the last stream, so what is new info we got on X4?

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Karvat
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Post by Karvat »

Keep them disabled, it's a game not a stressful job
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ezra-r
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Re: I dont think i have time to watch the last stream, so what is new info we got on X4?

Post by ezra-r »

Killjaeden wrote:
CommanderTM wrote:Did not see any official new info thread.
Its "just" stickied, but apparently any thread that is stickied turns immediately invisible to people...
And also misplaced because probably it was better posted in the X Universe rather than in X4: Foundations since it is not related to it in any way.

Moderators shame on you! :x3:
Alan Phipps
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Post by Alan Phipps »

@ ezra-r: Did you read the dev's opening post of that stickied thread? I think if you do you will see why it is where it is and how it was related to X4. :wink:

(Also it is a brave, or stupid, moderator who moves a dev's thread!) :D
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ezra-r
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Post by ezra-r »

Alan Phipps wrote:@ ezra-r: Did you read the dev's opening post of that stickied thread? I think if you do you will see why it is where it is and how it was related to X4. :wink:

(Also it is a brave, or stupid, moderator who moves a dev's thread!) :D
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Honved
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Post by Honved »

DavidGW wrote:More collision damage would be good, but not if we're going to go back to X3, where every time you go through a trans-orbital accelerator, you're gambling that there's not a cap ship coming the other way.
You never figured out the gates? The ships always go into the bottom half, and come out the top half. If you orient your ship to the ecliptic plane of the sector, and enter the gates near the bottom, the only collisions should be if/when two large capital ships pass through simultaneously, and one of them is ignoring the flashing lights (moving in a particular direction) giving the incoming ship the right of way.

The Terran trans-orbital accelerators don't have the direction lights, but they also don't have Paranid ship designs with projections protruding half-way down into the outbound traffic lane. Any incidents while #deca is moving through a gate and hogging 90% of the space are the rare exceptions.

Collision damage should exist in the game, but should probably be survivable, because it's a stupid way to end a "dead is dead" playthrough if/when some AI ship crashes into you for no good reason.
Nanook
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Post by Nanook »

I think a nifty way to solve the collision dilemna, at least as far as dying goes, is to implement an automatic and instant eject feature when the ship suffers enough collision damage to destroy it. You lose the ship but it's not a game ending death. Think of it as the airbags of space travel. :mrgreen:
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The Q
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Post by The Q »

Honved wrote:Collision damage should exist in the game, but should probably be survivable, because it's a stupid way to end a "dead is dead" playthrough if/when some AI ship crashes into you for no good reason.
The problem, however, is tracking the situation and deciding whether this was an accident or intended behaviour. Making your ship a bouncy ball once your hull is down to a few percentage does not seem like the best idea to me.
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Ironbuket
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Post by Ironbuket »

mr.WHO wrote:I have mixed feelings about no collision dammage - I can't belive this, but in X-Rebirth I frequently managed to hit the stations in such way that I got inside station model - I couldn't get mysefl free, nor die out of collision damage.
When you get stuck inside ships and stations, you can get unstuck by setting a destination in the map and engaging the autopilot. It usually gets unstuck quite quickly. If you have the jump drive you could use that also
VincentTH
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Post by VincentTH »

Karvat wrote:Keep them disabled, it's a game not a stressful job
Bravo!!!! I concur!!!!

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