Things I want to see in Rebirth

General discussions about X Rebirth.

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ZSedlacek
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Post by ZSedlacek »

Customisable ship presets?
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Aragosnat
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Post by Aragosnat »

@UberWaffe, a lot of good ideas. Looting yer format too and suffer along with me for my explanations.

1. Beam and projectile weapons have serveral sizes classses PD, light, standard, heavy, etc..
--Reason: Would be foolish to think someone would not try to make smaller or larger versions.
--Aspect: Think / Fight
--Explanation: More or less for getting the most out of the current tech available. Smaller sizes have better Rates of Fire = RoF take up less space, less energy (more shots for ammo based) need but have less range and damage. While larger has greater range and better damage at the cost of space an RoF and energy (less shots for ammo based)

2. Beams and projectiles extras like Miniaturization, Armor / Shield Piercing
--Reason: I'm sure there are plenty who would try to make improvements upon a given design. Because, red want-a go fast-a.
Aspect: Think / Fight
--Explanation: Looking at the history of firearms and gunpowder over time have changed to improve upon them. It would be silly not to think old and maybe new weapons would not get better while still having their old counter parts available from all those poor pirates.

3. Missile Chassis and Extra Armor / Shields & Armor / Shield Piercing
--Reason: Would be surprising not to have some noticable diffrences even amoung similar missile sizes and with missiles gong to take more hits.
--Aspect: Think / Fight
--Explanation: With larger and smaller chassis sizes we can go from our 1 hit destroys missile to a lot more so with possable decrease or increase based on size larger more damaging. With weapons like mass drivers. I found it surprising that no missile could do the same.

4. Shield Generators Miniaturization
--Reason: Surprizing after all the X games the generators stayed the same size after all this time.
--Aspect: Think / Fight
--Explanation: Looking at how our RL hard drives are getting smaller as well as more efficant. It would be surprising if someone did not come up with a less space same strength shield instead of just getting to add more shield generators to ships.

5. Ship / Drone Armor Plating or lack of and Armor types
--Reason: Stands to reason ship chassis could be made out of diffrent alloys as well as mount some or no armor at all.
--Aspect: Think / Fight? / Construction?
--Explanation: Not all ships need to have high durability hull / armor or any armor (Trade ships living in well protected areas) nor can one afford to an all warships either as the ship's production speed needs to be taken into account.

6. Moving Astaroids
--Reason: See Explination. Everything is in motion depending upon ones point of view.
--Aspect: Terror / Death by Roid
--Explanation: Resources my become available to an area of space which did not have or aquire extra resources of the same type. As well as giving more reason to mount guns on stations as well as diffrent protect mission types. Edit: What I ment was that roids now move on their own and are not towed at all.

Thank you for suffering. :D :twisted: :D Most ideas where lifted from Master of Orion III.
Last edited by Aragosnat on Sat, 28. Apr 12, 02:55, edited 1 time in total.
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ZSedlacek
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Post by ZSedlacek »

I'd like to be able to tow asteroids into the superhighways to transport them, or better yet, smash them into the conduits at the ends of the highways and destroy them for a limited time :D but that's wishful thinking
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KRM398
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Post by KRM398 »

As far as towing asteroids. I think that's possible now but I disagree every ship should be able to do it. The mass alone would make it impossible for something ...say an M4 to tow one anywhere. The ship would explode trying it. If we're talking moving the universe to suit ourselves, then make it more realistic. Nothing smaller than an corvette can move asteroids, and then not big ones. The bigger the roid the bigger more powerful the ship to tow them. It might even have a need for a new ship..a Tug, like the ones that we have today towing massive navy ships into and out of ports.

A tug in X might be a frigate class with little to no weapons and only tractor beams and a few small fighter defenses. They also would not be able to tow into the highways, that would be like towing the Queen Mary onto the interstate, not going to happen. Using asteroids as the ultimate weapon is only limited in potential. The highway system is completely off limits, an asteroid there would destroy every ship it came across and you'd get the drop in faction rank for doing it, destroying what might have been a good start.

Towing to setup your complexes isn't going to be needed as much now, since they will all be modular and have a dozen different modules to use for different things on one new framework. The complexes of old X are gone forever, just wait and see.But towing in one sector would be possible for those that want to do it that way, but towing out of sector through gates or highways just would not be possible, and shouldn't.
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ConCorDian
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Post by ConCorDian »

i dont want a lot of thing... but it mounts upto a lot probably:

1. a Bug/Exploit free game
2. better weapon selections, none of this no frigate heavy weapons
3. multiple pilotable ships to be added at a later date (like X-Tension did for X-BTF)
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loubert
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The one thing I want in X: Rebirth...

Post by loubert »

I've been playing the X series since X2. Given how much I have loved these games, I am confident that X: Rebirth will be everything we're hoping it will be.

That being said, there is only one thing I want in the newest game: no PSGs. Seriously. If you look up "overpowered" in the dictionary, it shows a picture of a Pirate Falcon shooting a huge flamethrower into space, with a footnote: "(See also: annoying)".

I've had little gripes here and there with the games, but this is a major one for me, and it's been around since at least X2 (when they looked like shockwaves instead of flamethrowers, but the same amount of stupid). Get rid of these damn things.

Please and thank you.
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Sarganto
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Post by Sarganto »

You mean PBG?
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MaximumBullfrog
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Post by MaximumBullfrog »

There's a few things that would make the dictionary for overpowered before PBGs in videogames :P

Chromehounds has been the reigning champion of terrible game balancing for me since it debuted. Back when that game was online, it had two completely different gamebreakers: Double-Doubles and Piledrivers. Contending with true OP gameplay like that makes PBGs look impartial at best. AT least PBGs have a range limitation and are a pain in the ass to obtain.
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ZSedlacek
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Post by ZSedlacek »

I want to be able to delegate responsibility to npc's. For instance, I want to be able to control the internal distribution logistics of a sector without having to tell every ship which sipment to make. If one of my stations needs silicon, it'd be cool to be able to automate my silicon mine in the sector to send supplies to that station, maybe even with magnetic railguns, considering both places would be permanent fixtures. I don't like having to buy and command a freighter for each material etc for internal logistics when it's all automated anyway :P

I guess that's sort of simplifying the game, but I like the idea :P
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Mountain_Puncher
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Post by Mountain_Puncher »

I would like to see special weapons for certain ship chassis. My example would be a heavy gauss cannon installed in a scpecial type of M2; a weapon that was long range and heavy damage. The trade being that the ship has to be facing the target and stopped to fire. I'd also like to see shield and hull tankers, and ballistic or energy boaters.

The weapons feel bland to me, in the current game. Would you like 8gj shields and 28ppcs on this spaceship or 8gj shields and 28ppcs on this different looking spaceship?
FlightJunkie
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Post by FlightJunkie »

X3- oh god those beam weapons stress the hell out of me! :evil:




homeworld, star trek(games), nexus:the Jupiter incident and freespace- what? we dont get it :gruebel:
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FlightJunkie
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Post by FlightJunkie »

Here Is my list of wishes. I will releasing it in parts as it would be too big as a single post. I would appreciate it a lot if our dear DEVS read these posts and tell me their thoughts and also rate my absurdity level from 1 to 10 :roll:



CAPITAL SHIP RELATED part1

I always was a combat junkie(without excluding other aspects) and space battles with capitals just don't cut it for me.

-Weapons.
In all installments of the x universe, all you see is a stream of light dots, slowly moving and gracefully popping on your enemies hull. This feels underwhelming.
What I wanna see is a high caliber railgun that kicks like a race horse, its slug is as fast as a leopard and it hits like a bull. Generally speaking no more of the continuous stream of slow little fireflies. I want slow loading guns(energy or ballistic) that kick hard and punch even harder. A powerfull enough weapon SHOULD be able to tremendously shake the entire ship and slightly push it back due to recoil, while pushes your enemy even harder and ejects chunks of hull in space after a sizable BOOM or a clean through shot(under certain circumstances are met like correct ammo type and no shields). That's what a battleship is all about. Its not me, its fact. Weapons shall differ depending on the roll(anti-missile, anti-fighter etc with the related rate of fire, size and damage).
I don't say that there should be no smaller and faster fire rate anti-ship weapons, BUT still they would by no way be like the firefly pew pew guns we have now. They must be useful in shorter ranges, and projectiles must be fast and feel strong(with reload and recharge times after certain number of shots). Something last, Weapons must point where they shoot.
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Arvid.Shirasb
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Post by Arvid.Shirasb »

I would love to see more similar cockpit-design, like that one at the first game "X beyond", what gave me real spaceflying-feeling, while sitting in a cockpit and at the same time you could take a large look of the space out there.

my point is, the most of all cockpit designs in X3 games let me miss one of these qualities. either you got no visible cockpit, but free look of the space, or your cockpit blocks the half of your spaceview...


thanks für your creativ power and these fantastic, dynamic x-games!

:)

arvid.
bigmacmonster
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more complex components for stations and greater response from factions

Post by bigmacmonster »

I would like to see factories need all the components for manufacturing - not just beef e-cells and ore for missiles but computor components - plastics - war heads and any new items that they will add. :wink: :wink:

If you attack a pirate clan or any other faction lets have some retribution.
if you kill 10 of there ships/pilots then a fighter .
If you kill a 100 then a small fighter force etc.

All our actions must want a response from the universe:

trade make money - make enemies

Kill and expect to be attacked

just my idea's
Bobucles
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Post by Bobucles »

A powerfull enough weapon SHOULD be able to tremendously shake the entire ship and slightly push it back due to recoil,
That sounds hilariously comical. I do agree with slow firing guns, as by nature they will excel against capital ships while being ineffective against swarms. But any weapon big enough to shake a ship is big enough to destroy its own gun. That's a bad thing.
kaluce
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Post by kaluce »

I would love a Steam based mod workshop so we have a central location (See The Elder Scrolls: Skyrim for an example of the mod database), so that way it can download the newest mods automatically when subscribed. Some way of determining if it's a cheating mod, or if it's a legit mod might be nice, I'd like some extra ships or maybe an extra race or something without having the *modified* tag on my saves.

@Bobucles, an Iowa class battleship on earth firing all it's guns in one direction WILL push the ship without damaging it. it'd make sense that it would do it in space too if there were more physical guns. I do agree with some slow fire Anti-capital weapons though.

create an R&D lab station for HQs. In essence the ability to retrofit weapons on an already reverse engineered craft. For example, a Kha'ak craft in X3AP can only equip Kha'ak weapons. If you have an HQ and the R&D station and you can reverse engineer the craft, why not be able to R&D some weapons or tuning for it too. Make it for example "Modified Kha'ak Corvette" and limit what you can shoehorn in there. give it only a limited amount of mod slots (5 max), like extra speed, larger cargo, different weapons, more shields, etc. but make them substantial enough to be worth the effort.

Ugh. Please add a repair ship or SOME way to repair something quicker than getting out and lasering it in a space suit. I spend more time out of my corvette class ships than I do in them. The other day I was able to eat breakfast while I was repairing my Kha'ak. The Boron Octopus S would be a good fit. The Boron invented the Ion Disruptor, so they might create something like that too. Rename it to "wrasses" (it's a type of cleaner fish) tear off all it's offensive capability, give it a hefty price tag ($350k?), slow it down to a crawl, give it the ability to mount two repair lasers, and make each repair laser $35k creds. It's enough that it will be a costly investment for a newbie, but face it, if we really want to repair something, we'll just get out of the ship and repair it like we always have. Repairs are a drop in the bucket when you have enough cash.

Also, invest in extra QC on AI. In system AI seems to handle like a a drunk is piloting your ship, and a LOT of the damage on my ships is because I have some less than sober super freighter pilot dent the paint on my fancy Centaur. I don't even care if the game is delayed so that these bugs can be ironed out.
FlightJunkie
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Post by FlightJunkie »

if you have seen an artillery fire you could see the entire ground shaken and dust fly around. its only reasonable for such a gun to have recoil and cause vibrations. besides its way cooler than what currently exists in the X universe.

but lets just see this in practice

http://www.youtube.com/watch?v=wCXqcBpU ... re=related

but lets not forget that I don't say that there should be no smaller and faster fire rate anti-ship weapons, BUT still they would by no way be like the firefly pew pew guns we have now. They must be useful in shorter ranges, and projectiles must be fast and feel strong(with reload and recharge times after certain number of shots)
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FlightJunkie
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Post by FlightJunkie »

since this thread seems to lack some traffic, i shall post my next entry of my wish list.


CAPITAL SHIP RELATED part 2


-Physics.
I was pleased when I heard that big cap ships got a gravity well on them, but have heard no more than that.
When you see a capship move, its only natural to expect it to be slow. In X games caps accelerate slowly, but achieve maximum turning speed instantly. That make them look like they turn around themselves. It looks dreadful. When turning, a capship must start very slowly until it reaches max turning speed. It should look like its moving on an arc and NOT AROUND IT SELF. It should also tilt a little(not realistic, I know, but adds a nice effect). Also its imperative that we get the ability to ram other ships and stations and having an effect on their trajectory depending on the size, speed and weight of your ship and the target. Also, can I have engine wash, thank you.
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blackfang
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Post by blackfang »

AI lvls and possibility for ai's to crash at a slightly higher rate. for your and enemy ships. Think about it, having lower end pilots and gunners for a fighter. Your fighters can be lower end in their ability to see and react, meaning they can crash making giant explosions that damages the enemy, or your ship for that matter.

Think about a massive dogfight between two sides where the first few moments of it includes some crashes, whenever you see massive aerial battles or space battles with a lot of fighters you can always spot the one or two that crashes with the enemy fighters because they love to add the little extra :roll:
ZSedlacek
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Post by ZSedlacek »

possibility for ai's to crash at a slightly higher rate.
You want more collisions than in x3? huh?
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