You're still thinking in terms of the past games. We have no idea what we'll be able to do in Rebirth, and there's been no indication that we'll have anything like the old player HQ. So reverse engineering things may not make any sense in Rebirth.Azmodeus wrote: Please make so we can reverse-engineer everything weapons ships and software they can be added later as DLCs or different plots to gain access to the ability to reverse-engineer ships then weapons and last software.
You can even have problems with this like reverse-engineering something owned by a race or CORP can cause relations problems or even attacks etc and some of them can demand money because of your actions etc
Create this anyway you see fit its only an idea!
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Things I want to see in Rebirth
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Re: reverse-engineering
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.
X4 is a journey, not a destination. Have fun on your travels.
X4 is a journey, not a destination. Have fun on your travels.
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well the topic is things i like to see in Rebirth and in the stickies...
"Now we just talked about building a first module so far. And that is actually the biggest new feature - Modularity!
Stations can be built in different orders according to your plans. Do you want to focus on the production and build a chain of modules that support each other, where one produces the resources for the next?
Or do you plan your station more like a huge warehouse and focus on big storage capacities?
"
So WE HAVE stations in fact modular stations so is not so wrong to think it can have a research or tech module. (it still has X in name so its clear it will borrow ideas from the past Xs and expand it like the mentioned building stations that now is modular have "special missions" etc)
I never say anything about player HQ i never had one im still making my billions and building a super fleet and support complexes IM HARMLESS only killed 1 asteroid hehehe.
The fact that i suggested RE is because i know it exist in X3 and i hate to know it only RE SHIPS! IF Rebirth will have RE then i suggest this otherwise ill not die because of this... but ill die if they put RE AGAIN only to ships.
But to know suggestions need quality check its new to me im done here will wait and see what it will be at launch
and i hope its still 2013 by the end of the year. 
Sorry now i know that my last post implied that i was demanding changes to the upcoming RE but it was only an idea IF it is been developed but i failed to make this clear!!
Again i dont speak english and hope this text makes sense in english
"Now we just talked about building a first module so far. And that is actually the biggest new feature - Modularity!
Stations can be built in different orders according to your plans. Do you want to focus on the production and build a chain of modules that support each other, where one produces the resources for the next?
Or do you plan your station more like a huge warehouse and focus on big storage capacities?
"
So WE HAVE stations in fact modular stations so is not so wrong to think it can have a research or tech module. (it still has X in name so its clear it will borrow ideas from the past Xs and expand it like the mentioned building stations that now is modular have "special missions" etc)
I never say anything about player HQ i never had one im still making my billions and building a super fleet and support complexes IM HARMLESS only killed 1 asteroid hehehe.
The fact that i suggested RE is because i know it exist in X3 and i hate to know it only RE SHIPS! IF Rebirth will have RE then i suggest this otherwise ill not die because of this... but ill die if they put RE AGAIN only to ships.
But to know suggestions need quality check its new to me im done here will wait and see what it will be at launch


Sorry now i know that my last post implied that i was demanding changes to the upcoming RE but it was only an idea IF it is been developed but i failed to make this clear!!
Again i dont speak english and hope this text makes sense in english

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I just had (what I believe to be) a good idea. I guarantee it is WAY too late in development for anything like this, but one can hope?
Please note that this "System" (system being a cocktail napkin idea from a casual gamer) would require several things to be implemented. I believe that if all this was done properly, it could add a level of immersion that could not be found anywhere.
Requirements that I have not heard Rebirth of having:
Head-bob - Characters head moves around the cockpit when ship takes hit, he runs into anything, any kind of acceleration Etc.
Head Movement - If the player wishes to look left or right, the pilot leans forward to better see out of the window, Copilot talks to him, turns to the right to better hear her. (head-bob would need to be implemented in this animation. If the ship takes damage, he bangs his head off window, looses focus Etc.)
Now for the idea! :
Mood Detection and Response System
This system would measure the "Mood" of a situation and program the previously mentioned movements, the behavior of the ship, and the behavior of your crew/colleagues accordingly. For example:
A)You are transporting a load of Argnu Beef to a space station for some quick cash. Whole area is flagging friendly.
Your pilot is relaxed, theres no serious threat, and hes not on a timer. The ship will slow down with a gentle pull and your head will hardly move. You want to look at the sun glinting past the station, your pilot leans forward, slowly, and looks out at the scenery. Conversation will be lax and complex, with you looking at the people talking to you.
B) You leave a highway, only to find you've dropped into an area with a few dozen pirate ships in fairly close vicinity. The computer barks, "Enemies detected."
Now because of the close proximity of the enemies, your pilot would be "Nervous" making the controls of the ship ALOT more responsive, the acceleration would be faster than normal and you would have heavy head-bob as you take off. Your Co-Pilot YELLS at you "Missiles Locked!" and you lean forward to look for it. You will move quickly and look around quickly.
C) You are in a heavy battle with dozens of fighters, drones, and a few capitals slugging it out.
Of course your pilot will be moving fast, but he will also be Ready. Therefore he has full and complete control over his ship. So accelerations are sharp, but they are precise. They don't throw you all over, but they still make the most use of your capability. When you look around, you move fast and with a purpose, getting back to your seat quickly and locking onto targets easily. Other peoples voices will be stern and to the point.
This could go as far to have different moods for the different races. Where a Split will be overjoyed at the thought of a fight, a Boron will want to flee. There could even be custom tailored responses from your "Factory Managers" where if they haven't been making you as much money as they had in the past, or even started loosing you money, they would be nervous, and the responses you get from them would be quite different than if they were raking in millions.
So to sum this all up, I believe it can be done to make a game that plays like a movie. Instead of having a static viewport, your in a Ship. In control of a Person. Your Person will act in a way that is in a predictable manner for a person, and everything you do will feel like you are actually doing it. That (for me) would be a Living Breathing Universe.
Inspiration:
NFS - Shift (as seen in this trailer http://www.youtube.com/watch?v=VfXOAc9xSy8
Aragosnat - for this post which got me thinking:
Please note that this "System" (system being a cocktail napkin idea from a casual gamer) would require several things to be implemented. I believe that if all this was done properly, it could add a level of immersion that could not be found anywhere.
Requirements that I have not heard Rebirth of having:
Head-bob - Characters head moves around the cockpit when ship takes hit, he runs into anything, any kind of acceleration Etc.
Head Movement - If the player wishes to look left or right, the pilot leans forward to better see out of the window, Copilot talks to him, turns to the right to better hear her. (head-bob would need to be implemented in this animation. If the ship takes damage, he bangs his head off window, looses focus Etc.)
Now for the idea! :
Mood Detection and Response System
This system would measure the "Mood" of a situation and program the previously mentioned movements, the behavior of the ship, and the behavior of your crew/colleagues accordingly. For example:
A)You are transporting a load of Argnu Beef to a space station for some quick cash. Whole area is flagging friendly.
Your pilot is relaxed, theres no serious threat, and hes not on a timer. The ship will slow down with a gentle pull and your head will hardly move. You want to look at the sun glinting past the station, your pilot leans forward, slowly, and looks out at the scenery. Conversation will be lax and complex, with you looking at the people talking to you.
B) You leave a highway, only to find you've dropped into an area with a few dozen pirate ships in fairly close vicinity. The computer barks, "Enemies detected."
Now because of the close proximity of the enemies, your pilot would be "Nervous" making the controls of the ship ALOT more responsive, the acceleration would be faster than normal and you would have heavy head-bob as you take off. Your Co-Pilot YELLS at you "Missiles Locked!" and you lean forward to look for it. You will move quickly and look around quickly.
C) You are in a heavy battle with dozens of fighters, drones, and a few capitals slugging it out.
Of course your pilot will be moving fast, but he will also be Ready. Therefore he has full and complete control over his ship. So accelerations are sharp, but they are precise. They don't throw you all over, but they still make the most use of your capability. When you look around, you move fast and with a purpose, getting back to your seat quickly and locking onto targets easily. Other peoples voices will be stern and to the point.
This could go as far to have different moods for the different races. Where a Split will be overjoyed at the thought of a fight, a Boron will want to flee. There could even be custom tailored responses from your "Factory Managers" where if they haven't been making you as much money as they had in the past, or even started loosing you money, they would be nervous, and the responses you get from them would be quite different than if they were raking in millions.
So to sum this all up, I believe it can be done to make a game that plays like a movie. Instead of having a static viewport, your in a Ship. In control of a Person. Your Person will act in a way that is in a predictable manner for a person, and everything you do will feel like you are actually doing it. That (for me) would be a Living Breathing Universe.
Inspiration:
NFS - Shift (as seen in this trailer http://www.youtube.com/watch?v=VfXOAc9xSy8
Aragosnat - for this post which got me thinking:
http://forum.egosoft.com/viewtopic.php? ... 4&start=15Aragosnat wrote:I hope there is a way to look past the cockpit. A.K.A. press my face up to the window and look up and down.
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Speed, acceleration and manoeuvrability that is relative to engine power and total weight; including cargo.
Never seemed right to have a ship loaded with huge amounts of cargo having the same performance as one that was empty.
They can then implement inertial dampener upgrades that lessen the effect of cargo on flight handling.
Never seemed right to have a ship loaded with huge amounts of cargo having the same performance as one that was empty.
They can then implement inertial dampener upgrades that lessen the effect of cargo on flight handling.
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