EGOSOFT and Deep Silver announce X Rebirth

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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pjknibbs
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Post by pjknibbs »

JImmyrosso wrote:Oh oh oh Will they add in the function for DEAD is DEAD mode gameplay..?
You realise that's already there in v3.1 of X3TC?
JImmyrosso
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Post by JImmyrosso »

dohhh i havnt seen that on my version(ive heavily modded mine) ....soz for that!
KRM398
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Post by KRM398 »

It was mentioned that 3.1 was not used and tested for XTC..so many didn't get it or use it. Maybe that's why a lot of people didn't know it was there. I for one, since I was playing a slightly modded version myself..adding marine repairs and salvage claim suite.
xavierd
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Post by xavierd »

Apologies if this has already been asked in the previous 140+ pages, but are there any plans for a realtime data export api, rather than repeatedly dumping to logs?
dougeye
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Post by dougeye »

If you have modded your game and changed the install folder of the steam version of x3tc or you simply have the reatil version (non steam) then you wont be able to play dead is dead mode. An active connection to steam is required :)
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X2-Illuminatus
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Post by X2-Illuminatus »

KRM398 wrote:It was mentioned that 3.1 was not used and tested for XTC..so many didn't get it or use it. Maybe that's why a lot of people didn't know it was there.
Well, DiD-Mode was already added with version 3.0. ;)
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MooMan7777
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Post by MooMan7777 »

Ugh..did anyone read the news release?
NO pilot-able capital ships?!
And the game will feel like descent…flying between ships and cavers…blah

I was about to pull the trigger on a sandybridge upgrade…

Is anyone else worried that this new version will be awful?
softweir
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Post by softweir »

Not me. It may be different, but it is far too soon to assume that the things they have mentioned so far will make it awful.

You see, it all depends on how they implement them. If they replace piloting capital ships with a better game mechanic, then the game will improve. If the skin-running near stations works well, then it could be an exciting game mechanic - just because you can fly near stations doesn't mean you are stuck in corridors a la Descent!

I never much enjoyed using capital ships, and the larger they got, the less I liked them. As implemented, they were no more than big, fat, slow fighters with lots of turrets. There is something very wrong with a capital ship that mounts guns that barely reach further than the length of the ship. There is something wrong with a capital ship that can dance between the bullets of another capital ship. (a trick of mine in my Panther - I could take out any M2 except the Khaak ones.)

The more they added to X, the more unbalanced and unwieldy it became. I am glad they are taking the opportunity to reboot and redesign it!
My new fave game (while waiting for Rebirth) - Kerbal Space Program
mrscribbler
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Post by mrscribbler »

MooMan7777 wrote:I was about to pull the trigger on a sandybridge upgrade…
Never upgrade months ahead of release. Weeks, sure. Just enough time to debug a build in your free time. But half a year? You know Ivy Bridge may not come out until CES next year, but with AMD's Bulldozer coming out this fall, they may just push things forward early.

And AMD's Bulldozer may be better than expected. Not gonna hold my breath, but AMD has pulled rabbits out of hats before.
Catra
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Post by Catra »

There is something very wrong with a capital ship that mounts guns that barely reach further than the length of the ship.
Its called "balance", if flak(or PSG) had superior range than the longest weapon a subcap can use, then it make all those things obsolete.

Plus there's plenty of CIWS in every other fiction, so I don't see the problem with this ones eiter.
There is something wrong with a capital ship that can dance between the bullets of another capital ship.
With enough thrust, timing and skill I don't really see anything wrong with this.
If they replace piloting capital ships with a better game mechanic, then the game will improve. If the skin-running near stations works well, then it could be an exciting game mechanic
It sounds rather boring since you know you'll come out alive, unless ego puts in a random chance for the navigator to get it wrong and ram right into the station and you either die(which stings extra hard due to being unable to do anything about it) or lose aton of rep, lose the capital ship and get ejected out an escape pod in a sector full of hostiles.....

Sorry but it would make more interesting gameplay if we had control of it. Saying "no it wouldn't" based on current cap ship implementation is abit silly.
Just saying it forward: I give everyone 2 posts to make good, in context posts(proper english, as always, is optional). After that I'm ignoring what you have to say in that thread that's directed to what we previously were talking about.
Greyhawk1
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Post by Greyhawk1 »

I have a couple of main hopes:

1] Please dont dumb the game down. Complexity is rewarding and interesting and X fans actually do have attention spans longer than the half life of an antiproton.

2] Read some space textbooks so you dont simulate the Armageddon version of space and physics as it is now. ie no nebulas where you cant see 5ft but can plainly see the stars and planets vast distances away. Not asking for NASA full-on physics but a bit less daft space ideas.
softweir
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Post by softweir »

Catra wrote:It sounds rather boring since you know you'll come out alive, unless ego puts in a random chance for the navigator
I had stopped talking about capital ships at this point. For all we know these skin-running missions are player-piloted fighter missions. I think it rather unlikely we will be swerving capships around stations as if we were playing Descent-style levels only bigger!
My new fave game (while waiting for Rebirth) - Kerbal Space Program
dougeye
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Post by dougeye »

Always makes me laugh when people refer to things like cap ships and cap ships weapons and then go on about the balance between there m3 and a cap ship.

In real life if i was in a speed boat with an ak47 etc taking on a navel destroyer with a range of something like 2 miles it would in real world terms be balanced,

This is the same as a x games destroyer having superior range and firepower against a fighter with close ranged weapons.

The caps should have high power but slow firing weapons (not the spray and pray weapons they have in x games) and the fighter weapons should stay the same and as some poeple hve said you simply need to avoid the incomming fire from caps.

The key here is that the Ai doesnt try and target fighters with capital weapons all the time. Mabye scripting the individual weapon types to only attack cetain ship classes would work. This would also increase the need for having a compliment of fighters to fend off bombers etc.

I think cap ships should still have short range flak weapons though but with slower turrets.

Think of it as not bringing a knife to a gun fight!

No more taking out Q's with your m3 by flying in behind there turrets lol
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nap_rz
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Post by nap_rz »

so is there any new news, videos, previews? anything? if the game going to be released in Q4, we should have some grasp on information by now...
KRM398
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Post by KRM398 »

We have always been spoiled by cap ships in X games. People have started to believe that a million ton cap ship can be flown at high speed between other enemy vessels and dodge their shots..ludicrous!

A full on cap ship is two things for sure: Large, making them a huge target for heavy missiles and heavy fighters, and slow..nothing weighing that much can be that fast and maneuverable. A real cap ship jumps in, maneuvers for their shot and jumps out, after doing massive damage. Against fighter patrols, they have no problems and stay, against other cap ship, or patrols of corvettes, etc, they have to consider jumping away to survive, if you think you can out maneuver other cap ships by flying the ship yourself, that's just Ego spoiling you, since in reality, they're like two massive sumo's slamming against each other until one falls.

Maybe it's time we started thinking more realistically, and Ego is starting to wean us off our 'fighter' fetus..lol. :twisted:
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THE_TrashMan
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Post by THE_TrashMan »

What some of you think is realistic and what really is realistic may very well be two different things. Keep that in mind.
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KRM398
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Post by KRM398 »

OK, I'll admit I haven't served on a carrier or battleship or any other modern ship of war, but some who read this do, or they research them well. What would a battleship do in a battle at sea? How fast are they or how close to the enemy will they get? I really doubt they can out maneuver as lot of weapons today, and we are talking about 1,000 years into the future, and yes, space is for the most part, weightless, but mass and engine power are still needed to maneuver there, the bigger the mass, the slower they maneuver, unless their maneuvering engines are equal to their drives, which would be highly unlikely. :roll:
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perkint
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Post by perkint »

I have absolutely zero interest in realism in this sort of game. All I care about is whether it is fun or not. It can be the most realistic game of all, and one of the worst to play.

Gameplay is a lot more important than realism. Do I care if the ship is a shape such that current understanding of the rules of physics say it would tear itself apart? No! Do I care if it looks good or interesting? Oh yeah :)

Now this isn't a dig at the people requesting realism, just stating my opinion!

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mr.WHO
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Post by mr.WHO »

Additional stuff that wasn't possible/working in TC, like this would be nice:
- Cloaking field
- radar stealth ship (you can't get a HUD lock-on, and AI have much harded time to aim it).
- radar/missile jammers
- Dedicated AWACS ships (smaller ships, like M5 should have weaker sensors than bigger/dedicated ships).
- better wings system (TC one has r******* AI and require waaay too much click & scroll - I really hope for RTS like command interface)
- dropable turret & missile pods (coz Lasertowers are lame)
- mines with working IFF detonator (Friendly,neutral-pass, Hostile- BOOOM)
- better OOS with working OWP and separation of Capship weapons from other weapons - like PPC doing no dammage to fighters in OOS
BenMS
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Post by BenMS »

Looking good. Little question to others... personally I am relative new to space sims/RPGs...

I've played/tried Black Prophecy, EVE Online and Sins of a Solar Empire. Personally I found BP most boring, EVE wasn't bad but became grindy, and SoaSE was just fantastic. How does the X Universe compare? Is it full of original missions or is it more a bit grindy?
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Known as TUHD in Battlefield 2142
Known under several other names in other games I abandoned due to being grinding/just being bad games

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