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.