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.

Moderator: Moderators for English X Forum

User avatar
THE_TrashMan
Posts: 723
Joined: Mon, 25. Apr 11, 12:05
x4

Post by THE_TrashMan »

KRM398 wrote: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:
If you want to know what space combat would most likely be like, go to the atomic rocket page.
- Burning with Awesomeness

- Pontifex Maximus Panaidia Est Canicula Infernalis
dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye »

The point i made about realsm wasnt directly related to the laws of physics etc. my point was, what is the point in having capital ships when they can be taken out with a fighter. thats what some people are asking for, the ability to take out an m2 with there m3 and not have to worry about long range weaponry.
I used to list PC parts here, but "the best" will suffice!
Greyhawk1
Posts: 5331
Joined: Mon, 22. Mar 04, 20:21
x3tc

Post by Greyhawk1 »

I hope the do away with the "M" stuff. It was needlessly restricting. Without it you can have a smorgasbord of ships that do all sorts without any artificial ship class clogging up the choices. Same with the Jumpgates. It seemed to me a silly and pointless way to have an upper limit on a ships size as well as shape.
Wintersdark
Posts: 238
Joined: Thu, 15. Jan 09, 17:12
x4

Post by Wintersdark »

mr.WHO wrote:Additional stuff that wasn't possible/working in TC, like this would be nice:
- Cloaking field
I'd like something like this, that doesn't affect visuals at all but instead reduces the range the ship can be seen on your scanner at.
- better wings system (TC one has r******* AI and require waaay too much click & scroll - I really hope for RTS like command interface)
God, please. I really want a better way of controlling fleet combat.
- better OOS with working OWP and separation of Capship weapons from other weapons - like PPC doing no dammage to fighters in OOS
Complicated. If capship weapons do no damage to fighters OOS, then fighters automatically destroy capships. That's just silly, really. Bombers should be a threat, but not fighters. Fighters escort the bombers, protect them from enemy fighters.
ldarkelfl
Posts: 47
Joined: Thu, 17. Feb 05, 09:32
x3tc

Post by ldarkelfl »

Wintersdark wrote:
- better OOS with working OWP and separation of Capship weapons from other weapons - like PPC doing no dammage to fighters in OOS
Complicated. If capship weapons do no damage to fighters OOS, then fighters automatically destroy capships. That's just silly, really. Bombers should be a threat, but not fighters. Fighters escort the bombers, protect them from enemy fighters.
Just some simple chance to hit would be nice, like:
PPC hit Fighter with 1%chance,
Fighter hit Capship with 95% chance,
Flak hit Fighter with 50% chance,
etc.
(The numbers are only for an example)
Of course doing a chance for every type of ship and every type of weapon could be troublesome, but in some limited way it should be implemented.
Catra
Posts: 7754
Joined: Mon, 12. Oct 09, 21:54

Post by Catra »

Wintersdark wrote:
- better OOS with working OWP and separation of Capship weapons from other weapons - like PPC doing no dammage to fighters in OOS
Complicated. If capship weapons do no damage to fighters OOS, then fighters automatically destroy capships. That's just silly, really. Bombers should be a threat, but not fighters. Fighters escort the bombers, protect them from enemy fighters.
Capitals have light / medium mounts for anti-fighter weaponry. =p and having the capital ship save its heavy weapons for actual heavy targets is a much better solution than what we got now.
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.
Catra
Posts: 7754
Joined: Mon, 12. Oct 09, 21:54

Post by Catra »

Wintersdark wrote:
- better OOS with working OWP and separation of Capship weapons from other weapons - like PPC doing no dammage to fighters in OOS
Complicated. If capship weapons do no damage to fighters OOS, then fighters automatically destroy capships. That's just silly, really. Bombers should be a threat, but not fighters. Fighters escort the bombers, protect them from enemy fighters.
Capitals have light / medium mounts for anti-fighter weaponry. =p and having the capital ship save its heavy weapons for actual heavy targets is a much better solution than what we got now.
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.
Wintersdark
Posts: 238
Joined: Thu, 15. Jan 09, 17:12
x4

Post by Wintersdark »

Catra wrote:
Capitals have light / medium mounts for anti-fighter weaponry. =p and having the capital ship save its heavy weapons for actual heavy targets is a much better solution than what we got now.
No doubt at all. The current system certainly isn't very good(OOS combat is pretty much terrible), I was just pointing out that it's a lot more complicated than people make it seem, and simple solutions are never as simple as they appear :)
Colossus32
Posts: 37
Joined: Sat, 2. Jan 10, 07:01

Post by Colossus32 »

- better wings system (TC one has r******* AI and require waaay too much click & scroll - I really hope for RTS like command interface)
God, please. I really want a better way of controlling fleet combat.

Maybe something like sins of a solar empire?
beckoner
Posts: 17
Joined: Sun, 22. Jun 08, 11:06

Post by beckoner »

How about including Delta-V - that would sort out the whole capital/fighter issue - leading on to other gameplay issues such as - 'I Cant move my Destroyer cos the enemy keep killing my fuel tenders!'
dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye »

i heard the female companion is a relation of the small argon girl which gets lost on just about every space station in the universe!
I used to list PC parts here, but "the best" will suffice!
KRM398
Posts: 1556
Joined: Wed, 6. Nov 02, 20:31
xr

Post by KRM398 »

That's silly, it's well known that ...that was a virus set to drive people crazy all over the universe, there never was a Suzie...lol. :roll:
Greyhawk1
Posts: 5331
Joined: Mon, 22. Mar 04, 20:21
x3tc

Post by Greyhawk1 »

I wonder if this game will have a bona-fide physics engine in it like Havok? I mean for explosions, collisions, particle effects and so on. Would be fun to see a ship break up and half of it plough a furrow of flaming ruin through a fab complex :D (well someone else's that is).
Hob Anagerik
Posts: 1815
Joined: Fri, 28. Oct 05, 20:05
x3tc

Post by Hob Anagerik »

Greyhawk1 wrote:I hope the do away with the "M" stuff. It was needlessly restricting. Without it you can have a smorgasbord of ships that do all sorts without any artificial ship class clogging up the choices.
You mean like the US has currently with Fs for Fighters and Bs for Bombers? ;-)
If not an M then what would you replace it with. Unless you just use their class or some other designation.
Windows 7 Pro x64, Intel i7 975, 12GB Corsair Dominator, Asus P6T6 WS Revolution, C.Labs X-Fi Fatal1ty, EVGA Nvidia 3GB 780 Ti, 2x 240GB Intel 520 SSD
Knetter_Gek
Posts: 216
Joined: Thu, 15. Jan 09, 07:53
x3tc

Post by Knetter_Gek »

ldarkelfl wrote:
Wintersdark wrote:
- better OOS with working OWP and separation of Capship weapons from other weapons - like PPC doing no dammage to fighters in OOS
Complicated. If capship weapons do no damage to fighters OOS, then fighters automatically destroy capships. That's just silly, really. Bombers should be a threat, but not fighters. Fighters escort the bombers, protect them from enemy fighters.
Just some simple chance to hit would be nice, like:
PPC hit Fighter with 1%chance,
Fighter hit Capship with 95% chance,
Flak hit Fighter with 50% chance,
etc.
(The numbers are only for an example)
Of course doing a chance for every type of ship and every type of weapon could be troublesome, but in some limited way it should be implemented.
A much, much easier way to resolve this would be to have the shields not only provide a number of hit points but also reduce damage by a number of points from every shot. a damage threshold number, if you like.

A large ship with several multi-gig shields would simply shrug off the damage from light fighter weapons, but the damage reduction would be insignificant to capital class weaponry such as PPCs. This would render capitals virtually immune to fighter guns, but leave it vulnerable to missiles, capital ship cannons and cunningly placed mines. This way you could hurl a storm of M5s and M4s at a cap ship doing nothing unless you pack them up with rockets (or bang into the cap ship...) but the capship would still be equally screwed if you bring in your M8.

There's loads of games out there with a mechanic like this, I'm sure you can find an example of it in the wikia pages for Fallout or Master of Orion 2 if you need an example.
We are all explorers of the deepest reaches of space.
We don't just watch space on our monitors and listen to the sounds in it:
We, all of us, each and every one of us, owns, to a man, as many operational Space Shuttles as NASA does.
Yes, we're all that awesome. Give yourself a hug.
KRM398
Posts: 1556
Joined: Wed, 6. Nov 02, 20:31
xr

Post by KRM398 »

I think what Ego has always done is this: the total amount of weapons energy that is thrown against the shields equals the amount the shields drop. So, m5's have almost no damage to cap ship shields, unless there's a dozen or more, then the total amount of weapons energy is used to calculate the amount the shields drop. It's a common sense way of doing things. If fighter weapons,. no matter how powerful had NO effect, no matter how many you threw against it, then carriers would have no use at at.

I admit that it takes an empire builder with a lot of cash to wage a war with fighters, with each costing 500k or more, so even now, destroying a cap ship...say an M1..with fighters is very,very expensive. I believe using Egos way of thinking works, since it gives fighters some credit, but a single M3 or even an M3+ should NEVER be able to kill an M1..I also dont believe that carriers are given the right shields, they might have fighters and long range abilities because of them, but their shields should be calculated because of their size and power, not what they carry. Battleships have just as much firepower as carriers, just need to be closer to use it..so having a wing of M3+ attacking a carrier, very well might kill it, while doing little to a battleship, an unfair advantage. :evil:
Wintersdark
Posts: 238
Joined: Thu, 15. Jan 09, 17:12
x4

Post by Wintersdark »

KRM398 wrote:I think what Ego has always done is this: the total amount of weapons energy that is thrown against the shields equals the amount the shields drop. So, m5's have almost no damage to cap ship shields, unless there's a dozen or more, then the total amount of weapons energy is used to calculate the amount the shields drop. It's a common sense way of doing things. If fighter weapons,. no matter how powerful had NO effect, no matter how many you threw against it, then carriers would have no use at at.
Not so. The fighters should have no real chance against a capital ship, at all. However, bombers should(and do!). The idea, then, is that carriers pack the fighters, which protect your bombers from enemy fighters.

Mind you, I think carriers should be able to carry bombers too - where the SRM M3 bombers come in very handy.
Imari
Posts: 171
Joined: Tue, 14. Jun 11, 13:43
x4

Post by Imari »

I wonder if X:Rebirth is gonna be more RPG oriented now since they mentioned your co-pilot and various other new interaction abilities. Would be cool if there is eventhough its only like 10-20 hrs worth of RPG only lol.

But somehow i have a feel your co-pilot is the AI onboard your ship rofl...
KRM398
Posts: 1556
Joined: Wed, 6. Nov 02, 20:31
xr

Post by KRM398 »

yes I like interactive games. So, NPC dialog instead of drop down boxes is great, and someone to banter with, so a co pilot...that and my favorite peeve from way back...subsystems targeting....and I'll be a happy man since my game is seldom just 20 hours, I buy it for the sandbox. But if the copilot is as noisy and bothersome as the one in Darkstar One, I might want the option to throw her out into space..lol. :twisted:
dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye »

as long as the rpg stuff is "added!" to the new line up and not a substitute for the gamplay we are used to im all in favour of it.
I used to list PC parts here, but "the best" will suffice!

Return to “X Trilogy Universe”