CBJ wrote:You can't have a gamestart that gives you the "RTS-style" behaviour without having all of that behaviour built into the game
You have to have that behaviour in there already, or you lose much of the unique aspects of X games.
eg. X3 was a RTS game, to some extent.
You could assign commands to distant ships to tell them what to do, and run your entire empire through the map. That's *exactly* what a RTS is.
Now the UI wasn't the best for this, and wasn't designed to do it, but all that means is that X3 was a pretty rubbish RTS game, not that it wasn't one at all. Some people would play X3 in this manner, without moving their player ship anywhere, controlling their empire from their player sector. Its possible to do this because of the capabilities in X3.
So what people are asking for is the same, but with a slightly better UI. so you can control your distant ships, assign commands to them, and run your empire remotely.
If X4 has cap ships with bridges that you do not fly yourself - ie giving the navigation office commands to fly you around, then X4 is going to be even more of a RTS than before, just that nobody will notice it is because it appears at first glance to be a FPS game in space.
Whether the AI starts the same as the player or not it irrelevant, we know the game is pretty much a "you are small fry in a big universe" and that's expected. Its not as if the gameplay needs to change to be like other traditional RTS games where everyone starts the same and expands. This is more like the player in Stellaris v the fallen empires.
But the RTS aspects are essential, and what was lost in the transition to X:R that had so much more a focus on the player as a FPS game.