X4: Foundations, post-release content plans?

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RWolf
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Re: X4: Foundations, post-release content plans?

Post by RWolf »

JamesTheClarke wrote: Tue, 4. Dec 18, 11:43 Larger ships still could be created as we know them from back in X3, but simply give them the ability to utilise jump drives. For balancing those could be coupled to cooldowns and especially vulnerable to EMP attacks to prevent capital ships from simply teleporting out of a losing battle.

That way more impatient, casual players could still enjoy less travel time while more patient hardcore pilots can always choose to fly without highways.
Highways are unnecessary though. There is literally no good reason for physical highways with glowing roads and off ramps to exist in space. They also cost nothing to use, meaning there is no "thinking" part of the actions the player makes. This is why jumpdrives and seta were the better solution for all ships. Jumps can get you from point A to B but it also cost energy cells, making the travel meaningful and the bigger the ship, the heavier it is, the longer the distance, the more energy cells are required. Thus the mechanic is already balanced.

Furthermore you autopilot and use SETA that should have the same effect of getting somewhere fast (for those you think are more impatient). With those two features, the magical gimmick known as space highways are completely pointless. They not only add bad visual clutter, but they ultimately end up making the actual "space" in outerspace feel smaller, which defeats the whole point of playing a space sim. There is also another bad side effect of this pointless feature, it essentially encourages/requires stations to be built next to highways, which then ruins the expansiveness of sectors and the discoverability aspect as it incentivizes location. If Egosoft tries to chase too many different audiences (for an already niche genre), they may ultimately end up appealing to none in the long run.
gobbibomb
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Re: X4: Foundations, post-release content plans?

Post by gobbibomb »

JamesTheClarke wrote: Wed, 5. Dec 18, 18:56
gobbibomb wrote: Wed, 5. Dec 18, 18:23
JamesTheClarke wrote: Tue, 4. Dec 18, 11:43
Don't even get me started on the lack of a manual...
Beta not have manual usualy...
I think you misquoted that post, mate. :wink:
No, ahahah, for me this is the good beta, not release.
Beta game not have manual ahahahh
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I report bug for multiple games.
And Egosoft is best bug creator!
MutantDwarf
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Re: X4: Foundations, post-release content plans?

Post by MutantDwarf »

ProdicalJedi wrote: Wed, 5. Dec 18, 18:51 I want gigantic violent wormholes I wanna get spat out the other end into a random location a dark lonely space with strange hostile alien ships.
Those are (mostly) already in-game. You can occasionally find them when Long Range Scanning; they show up as purple blips.

In any case, what we should probably expect from egosoft for X4 post-release content, roughly in order:

* First weeks through first month: Patching for stability improvements and fixing some partially-implemented systems, like the traders (fixed with 1.21) or the war (beta patch incoming tomorrow). Content I expect to be added here primarily revolves around fixing existing systems like turrets, pathfinding, combat and economic balancing, possibly addition of some sort of sink system that will make it so the economy doesn't completely stagnate when lacking a reason for ships to be destroyed/built.
* Second month through sixth month: Enabling of content that was planned for the initial release but was left out, probably including:
* - Filling out the encyclopedia
* - Adding the asynchronous multiplayer 'Venture' mode
* - Extending the PHQ plot to deal with the 'Venture' mode
* - Adding player shipyards
* - Making research require more resources than simple time while re-balancing the time requirement
* - Possibly the addition of a 'tutorial' plot during the 'The Young Gun' gamestart, since that is mentioned in the description for it yet doesn't exist in any way in the game files
* - And, of course, continued bug fixes
* Around six months in: First DLC, introducing one or two of the Borons, Terrans, or Split, along with ships for a number of other factions. Will include a plot of some kind and a big expansion to the map.
* Around twelve months to twenty-four months in: Second DLC, introducing the remaining 'main' races. Will also include a plot of some kind and a big expansion to the map.
* Twenty-Fifth month and on: Continued patches, possibly directly impacting some of the largest and most persistent complaints about the game (similar to Rebirth's 4.00 patch, if I remember right)

This is my guess as to the rough release schedule, but it's at least somewhat educated. Everything I list in the month 2 though month 6 stuff is mostly present in the game files already, just not at a point where it's good to be released. The 'tutorial' plot isn't actually in the game files at all except for the mention of it in the description; it's possible that they'll fix that by just removing the description field talking about it.
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Alee Enn
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Re: X4: Foundations, post-release content plans?

Post by Alee Enn »

RWolf wrote: Tue, 4. Dec 18, 06:32 They really need to scrap the space highways, they are a gimmick anyway. Just go back to what worked, auto pilot with SETA, travel mode and jump drives. Its fine to have set travel paths but this can be done through a series of beacons and NPC behavior.
I like the highways in X4, they're better than the ones in Rebirth.
CptCallaghan wrote: Tue, 4. Dec 18, 06:42 Are there jumpdrives in game? Or are these also missing? Jump drives on large ships would get around any size issue, but I dont think the existing ships are too big for the gates by a long shot.
Not going to give a spoiler, but you don't need a jumpdrive in X4.
Formerly "Alien Tech Inc."
Zealoth
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Re: X4: Foundations, post-release content plans?

Post by Zealoth »

I already posted this in a different thread but I really like the idea so I'm pasting it here too. It's about a sink system that makes sense and is FUN

Re: X4 - Just a faked economy?

Post by Zealoth » Thu, 6. Dec 18, 03:02
I really hope Egosoft will take this opportunity to make Xenon into the menace they are in lore. No more sitting in few and far between sectors.

Now Xenon should push with organised invasions now and then (as they build up)

It would be a pretty interesting diplomacy wise too. Do the factions backstab eachother and risk weakening/loosing their buffor for immediate territory gain? Their full stockpiles of shipbuilding materials really are fuealing the warmongers...
Or they build a coalition to fight off the expansion?

It would be an amazing sink for the economy. I beg you, please don't ruin this amazing system by just deleting the end wares.

You could also have civillian stations as sinks - you already have a worker system that sinks food and medicine - the civilian stations could work as population centers and take all the final (or semi-final wares - whatever makes missile parts - as those dont really make sense as consumer items) and use them up - for their consumer needs

They could provide some other benefits for the resources they consume (for example tax income to the player? Manpower for factions?), a sensible build station mission target (with a choice to either keep em for tax or sell em for chunk change. Also a nice place to train and recruit crew?

I went on a leg here lol

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