what i want in 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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CutterJohn1
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Post by CutterJohn1 »

Thought of a new one. Native dual screen support. Fly on one, maps, menus, and whatnot on the other.

Also, speaking of maps, a more utilitarian map instead of the fancy but ultimately confusing universe map of today. Something more like this, which gives useful data on ownership, presence of stations, etc.

Further map improvements could include..

-Flashing if you have a ship under attack in it.
-Sectors with your ships or assets in them highlighted in some fashion.
-A single click on a sector just brings up a list of your ships and stations(and npc stations), without opening up the full map. Double clicking should switch to sector view.


One other aspect I didn't touch on.. The owned ships menu, which needs one very important change. Ships grouped into a fleet or wing appears collapsed.


I'm not explaining this properly..

Code: Select all

Owned Ships

Your Nova
Your Mistral
Your Panther
+Gold Wing(10 ships)
+Your Production Complex Alpha(5 stations)
Which, when pressing the +, would then list the ten ships in the wing or the five stations in the complex.

Perhaps it could remember how many ships are in the wing, and if one is destroyed, give a count, such as "Gold wing(9 of 10 Ships)." So you know if one needs to be replaced.
froger
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Post by froger »

Egosoft should smack all people who aren't happy with what they are making
Vitez
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Post by Vitez »

froger wrote:Egosoft should smack all people who aren't happy with what they are making
Agreed
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mr.WHO
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Post by mr.WHO »

Armed stations would be nice.
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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. »

armed stations? interesting. may work- i hate laser towers.
i would add more epicness of effects- more sound effect when promoted? XP bar on screen? credits amount displayed near the sector map? or adding new HUD panel that will alow you to see your reputation with race that the sector you are in belows.
taking more work on ship upgrades- i think its too easy: just go to shipwright and buy everything there is.
i would add some special upgrades, really exprensive things.
and the Boost extension- i just played X:BTF and it was really great. it will double the ship speed, but it will lose the shield power (not hull).

and one thing i noticed- there is no place for players playing as pirates.
becouse i tryied it, and there is NO place to buy new ships.
NO place to buy equipment
NO way of doing the plots-becouse you got not enough reputation to dock at stations and no reputation to start the plots.

LOL i would add function of switching the cocpit views on/off at any time.
Telstar
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Post by Telstar »

Builder 680.

I know I haven't posted for a while but that doesn't mean you can nick my signature!!!!!

Ok - I'll admit it - I nicked it off someone else before
There are only 10 types of people in the world - those who understand binary and those who don't
builder680
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Post by builder680 »

Telstar wrote:Builder 680.

I know I haven't posted for a while but that doesn't mean you can nick my signature!!!!!

Ok - I'll admit it - I nicked it off someone else before
Haha... nice! You know what they say about great minds. :p
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Alee Enn
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Post by Alee Enn »

Telstar, I liked what you said so much, it's in my sig. Great quote sir.

EDIT I just noticed I lost a medal :rant:
Last edited by Alee Enn on Fri, 29. Apr 11, 16:32, edited 1 time in total.
Formerly "Alien Tech Inc."
builder680
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Post by builder680 »

@ Alien ND:

￾¿Sprechen sie español?
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StarSword
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Post by StarSword »

If they retain a version of the GOD engine (which they probably will), some improvements are necessary. Chief among these is limitations on what stations the game may or may not delete.
  • The game should only be able to delete stations if more than one remains in the game. (In other words, if there's only one of a factory left, the game cannot delete the last one.) By contrast, in X3TC, some players have to go so far as to build a tractor beam factory of their own.
  • Stations should not be subject to deletion until the player has explored the sector (and preferably not for a reasonable period thereafter). In X3TC the opposite is true, and this places a non-obvious time limit on how long you can take with the Terran plot: you have to get to Aldrin quick to save the eEMPC forges, which may or may not be possible for noobs.
I'm a complex builder, too, and there are many improvements needed to the system as it stands.

All factories should have matching kits available for purchase. For such a commonly used weapon, the IBL is incredibly hard to find without theft of ships (whether to get the actual weapons or a station kit to make your own). And there's only one station that makes Ghoul missiles, it's out at the Sol heliopause, and there's no EQ dock in a Terran shipyard sector that stocks Ghoul missiles (meaning you can't use the cloning exploit either).

And if there's any plots you have to do to unlock particular stations (a la the Aldrin Plot for Terran factories), don't bother with spawning another shipyard, which may land in a place that is both hard to reach and hard to see (again, reference the Aldrin Plot); just put them into the existing ones. You can add wares to a player equipment/trading dock; why can't the programmers do the same for an NPC dock?

Also, no framerate-sucking complex tubes. The X-universe already has teleportation; just use that instead.

An alternative story would involve mini-gates aboard each station and complex hub, and the Terrans can build jumpgates. (And it's highly doubtful that the supernova mentioned in the trailer would been at Sol, as some on this forum have proposed: Sol is far too small a star to go supernova by natural means, and at present still has 5 billion years or so left in its lifespan anyway.)

And for complex hubs (if implemented, and I don't see why they wouldn't be):
  • Capital ship docking. This saves the time-waste of using a supply TS or freight drones.
  • Ability to add ship berths (with a reasonable expenditure of resources).
  • If a player-owned ship and an NPC ship both want to dock at the same berth simultaneously, the player's ship gets priority. Also, newly arrived player ships should force NPCs to undock if there are no berths left, rather than forcing another player ship to undock. I also want a button to force NPC undocking included in the game.
And I second mr.WHO's proposal for armed stations. No need to fiddle about with lasertowers (which don't work properly OOS anyway), and no need to waste time setting up a defense fleet for complexes in hostile sectors. Why bother with that when you can just install PPC or equivalent on board? For realism's sake, make it so they consume energy cells, or make the player pay extra to install a reactor.
TC unless otherwise specified. | Find me on Steam! | My X3TC Links | X and X Rebirth @ TVTropes
Mightysword
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Post by Mightysword »

for the folks who are clamoring for planet playing a more active role, you guys played The Tomorrow War before? The game is not very stella but it does have a very cool planet model. Not only it let you actually go into the planet in real time (you have full control during atsmophere re-entry, not an area change animation like freelancer), you also can fly freely on the planet surface.

Take a look:
http://www.youtube.com/watch?v=VRuAxnVx ... re=related
Sahvion
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Post by Sahvion »

kakatak wrote:
7) Use Seconds, Minutes, Months, Years. I've been playing X games for what? 10 years now? I still have no idea what a tazura is, nor do I care. If we won't learn another measurement system, like metric, in real life when most of the rest of the planet uses it, then we won't be learning whatever system a game uses. The Elder Scrolls do this with their calendar as well, and it is just annoying. Game immersion? Then why are your aliens talking to me in English?.
A Sezura is a second, while a Mizura is a minute. Stazura's an hour. Tazura is consideed a day, Wozura is a week and Mazura's a month and a Jazura is a year. These terms come from the Earthican time units and are adapted from the German words thereof. All of this is in the manual for the game(X2/X3/X3TC)

Reference: http://forum.egosoft.com/viewtopic.php?t=154240

Now, regardless of that.

What I would like to see (not want, like) is improvements to the AI and how they operate. Out of sector combat to be improved upon, but also for the economics to be given a face lift as well.

Planetary landings or even a planetary mode is fine, but if that was to be created, design it so that it serves a purpose in the game. Understandably, trying to design something like this is not going to be easy.

Otherwise, my only other request is that when we build complexes, please don't make like it in TC. That was a royal pain in the rear end trying to set up complexes..
Mightysword
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Post by Mightysword »

I just post the planet video for people who like it. Honestly for an xbox game, I would prefer they focus on features that can sustained through out the game, rather something "kool" but neglecgible in the long run.

Right now I'm hoping for a meaningful capital ship combat model, because honestly, I don't think we have ever had one in the one decay of X.
Chris0132
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Post by Chris0132 »

Personally I'd say take X3TC, then cut the entire interface out, delete it, remove the hard drive from the computer, crunch it up in a car compacter, then throw it into an aperture science emergency intelligence incinerator.

Then, make a big list of the features, at a conceptual level.

X allows you to:

Fly spaceships.

Shoot stuff.

Trade stuff.

Build stuff.

So, think about how best each of these things can be accomplished.

Design a space flight interface which allows for deep controls, things like momentum being king in space because there's no friction, have a way to make both fighters and capital ships fun to fly, perhaps including something like a 'universal turret control mode' where it just cycles between your different turrets depending on which is facing your enemy, a bit like say star trek bridge commander if you ever played that. Stuff that simplifies and makes practical things which were in X3 but which didn't work to well.

Trading needs to be easier to see, visual representations of what you have, what they have, prices, cargo space, all that jazz. So have say a list of wares on either side of the screen, a bar at the bottom of either side indicating how much space there is left. Then you can drag stuff from one side to the other or use arrows and whatnot, and it would give you a summary of what you bought/what you sold in the middle, and an overall balance total. Next to each good would be a little icon indicating whether it is going cheap, really cheap, expensive, or really expensive, so you know at a glance what you should buy or sell.

Building needs a proper interface, so you can plan your constructions out iin 3d before you build them. A schematic designer mode where you can lay out a complex plan by placing as many factories as you like in freeform, with inputs/ouputs/intermediate goods per hour are all calculated so you know how stuff flows through, then you can save it as a plan and just order one built whenever you want, and your ships will go buy the factories and assemble them correctly while you do something else. Including relocating asteroids beforehand and so on. Should allow you to easily build impressive and functional complexes without millions of tubes or annoying positioning. Also being able to design for more than manufacturing, with things like defence pods and shield generators and things potentially makeing your structure a powerful defensive installation would be nice. You could design special docks around gates which also double as checkpoints for anything going through the gate.

Honestly you could do so much with X if the interface was better, and I think that is a major focus given what was in the x news bulletin, avoiding the feature creep style of the later X games is a must, but you can do that without losing the depth which I think egosoft is doing.

All in all quite looking forward to rebirth.
hawat
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Post by hawat »

With the old x game we had npc trader experience, it would be nice to have a similar thing but for fighter, I think there was already a parameter in the game that affected fighter skill but something more advanced would be nice.

Npc fighter experiences + upgrades would be nice for the ship we hire or just npc hanging around.

I would love to have some very good ai pilots around to have a feel of competition, that would improve over time if they don't die and upgrade to new ships, skill and armament.
And it would be nice if when we start the game, meet an ai pilot named bob in space alone in a starter ship then after a month of play we find him in an m2 with an escort of hired ai fighers.
The world would feel more alive if ai fighter and traders ships evolve that way I think.
Demereth
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Post by Demereth »

"Fleet Traders" imagine LT\UT's operating as a fleet. Give options as to how they can split themselves etc.
An editable Sector Blacklist for LT \ UT's
Full overhaul of AI, from Auto pilot to secotr trader, from combat.

Full Eyefinity Support (multi Monitors)
Native Logtiech g19 Support (that being said the little app i found on the forums here is excellent, Big Thankyou to the developers of that :) )
empiro
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Post by empiro »

If complexes are still around, they need a major overhaul. Instead of tubes, I think you should by buying complex "frames", which is basically a big scaffold. When you add stations, you choose in which "slot" each station goes into. This would save me lots of time from having to try to line up stations, only to still have it look ugly.
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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. »

Sahvion wrote:
kakatak wrote: A Sezura is a second, while a Mizura is a minute. Stazura's an hour. Tazura is consideed a day, Wozura is a week and Mazura's a month and a Jazura is a year. These terms come from the Earthican time units and are adapted from the German words thereof. All of this is in the manual for the game(X2/X3/X3TC)
WRONG: in X3Terran conflict normal time format is used. seconds, minutes hours and years.
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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. »

hawat wrote:With the old x game we had npc trader experience, it would be nice to have a similar thing but for fighter, I think there was already a parameter in the game that affected fighter skill but something more advanced would be nice.

Npc fighter experiences + upgrades would be nice for the ship we hire or just npc hanging around.

I would love to have some very good ai pilots around to have a feel of competition, that would improve over time if they don't die and upgrade to new ships, skill and armament.
And it would be nice if when we start the game, meet an ai pilot named bob in space alone in a starter ship then after a month of play we find him in an m2 with an escort of hired ai fighers.
The world would feel more alive if ai fighter and traders ships evolve that way I think.
sounds interesting
Sahvion
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Post by Sahvion »

Earth ultimatum IV. wrote:
Sahvion wrote:
kakatak wrote: A Sezura is a second, while a Mizura is a minute. Stazura's an hour. Tazura is consideed a day, Wozura is a week and Mazura's a month and a Jazura is a year. These terms come from the Earthican time units and are adapted from the German words thereof. All of this is in the manual for the game(X2/X3/X3TC)
WRONG: in X3Terran conflict normal time format is used. seconds, minutes hours and years.
Then I stand correct; for X3-TC anyway. I guess I never noticed because I got to used to the german terms and such and just kept hearing that instead :P

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