Trade and resource extraction in X Rebirth presented in a new video

General discussions about X Rebirth.

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Imari
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Post by Imari »

Cascinova wrote:Well as far as automated trading goes, I could be wrong, but I know in X3 a lot of the automated trading came later after modders had written automation scripts to use in game. Since it has been confirmed that we can still modify scripts I don't know why the same can't be done in rebirth.
I hope there have the CLS, CAG including their XP levels, Sector/Universe trader and all in X Rebirth. Manual trade is fun and all, but i really cant imagine doing manual trading with a few fleets of trader ships, hell i wont even have time to do anything but stare at the Trade screen.
spitzfire
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Post by spitzfire »

Graaf wrote:It looks like the only improvement of Rebirth is the graphics, everything else is disappointing.
I have exactly the opposite view...the graphics look great (but I EXPECT them to be great) and everything else looks fascinating and intriguing.

I have no expectations of Rebirth v1.0 being a perfect game...I fully expect there to be some flaws/problems/bugs - it is v1.0 after all...but I am very much looking forward to trying the new game out, including all the changed mechanics for trading, mining and everything else.
amtct
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Post by amtct »

Is it me or we'll need pen and paper to know what ships/stations we own and all that data?Maybe Bernd missed to show the property menu or something but I really hate to manage empires on paper .
pigeonpigeon
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Post by pigeonpigeon »

amtct wrote:Is it me or we'll need pen and paper to know what ships/stations we own and all that data?Maybe Bernd missed to show the property menu or something but I really hate to manage empires on paper .
I think it's safe to assume that there will be a property screen. That doesn't seem like the sort of thing they'd take away, just to piss us off. Remember, the X games are huge, we are not going to see every little screen that exists in promotional videos.
Dupin
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Post by Dupin »

WTF?! I hope that's just jump drive...
AI-fail. Why AI does not use strafe?
Mining... Is it really impossible to manually manage these droids? It would be great to fly here and...!
And why the ship are so maneuverable and fast?
And why fights so fast? One pew-pew means one corpse - that's no fun.
A5PECT
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Post by A5PECT »

Dupin wrote:WTF?! I hope that's just jump drive...
Police. Scanner.
Admitting you have a problem is the first step in figuring out how to make it worse.
JClosed
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Post by JClosed »

Imari wrote:
Cascinova wrote:Well as far as automated trading goes, I could be wrong, but I know in X3 a lot of the automated trading came later after modders had written automation scripts to use in game. Since it has been confirmed that we can still modify scripts I don't know why the same can't be done in rebirth.
I hope there have the CLS, CAG including their XP levels, Sector/Universe trader and all in X Rebirth. Manual trade is fun and all, but i really cant imagine doing manual trading with a few fleets of trader ships, hell i wont even have time to do anything but stare at the Trade screen.
Hmm.. well.. Bernd said that automatic trading would be a part of station management. I don't know what kind of stations you can own, but I can imagine an trade station is one of them. Just order the manager of the station to make profits, assign a part of your fleet to the station, and off you go.... Automatic trading...

Just guessing of coarse, but I think it is not that far-fetched.

If that's not enough, I guess modders will come up with more CLS/GAG-like ways of doing things..
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hourheroyes
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Post by hourheroyes »

A5PECT wrote:
Dupin wrote:WTF?! I hope that's just jump drive...
Police. Scanner.
I think he's talking about how the police ship suddenly exits stage left at the speed of light........
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MegaJohnny
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Post by MegaJohnny »

santi wrote:Those ships are "fillers" they follow a pre planned path, they just make the stations look busy, some will drop loot too and they will probably be a nuisance when in combat, if you attack them, security forces will chase you, they are the equivalent of traffic in GTA.
I'm not convinced. Consider that when Bernd was talking about combat having an effect on the economy, the footage showed fighters blowing up a load of those traffic lane ships - why would this be shown if those ships were just filler and therefore not part of the grand economic simulation? It could easily have been a mining barge getting hit by pirates to have the same effect.

Anyway, maybe wishful thinking. I would love if even all those little ships had an effect on the economy.
hourheroyes wrote:I think he's talking about how the police ship suddenly exits stage left at the speed of light........
Oh dear - is it me or is he leaving to another dimension backwards? :P Really wonder what that's all about.
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hourheroyes
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Post by hourheroyes »

I guess the Albion sector police department got a boost in funding this year, finally got install the new experimental jumpdrives....
JClosed
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Post by JClosed »

hourheroyes wrote:I guess the Albion sector police department got a boost in funding this year, finally got install the new experimental jumpdrives....
And the first experimental ship went wrong and ended up in....... Oh dear!
nap_rz
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Post by nap_rz »

Bobucles wrote:
Those ships are "fillers" they follow a pre planned path, they just make the stations look busy, some will drop loot too and they will probably be a nuisance when in combat, if you attack them, security forces will chase you, they are the equivalent of traffic in GTA.
The key difference is that GTA traffic didn't do anything. It was a free loot RNG with less permanence than a 2 year old.

One of the important things about X is that just about every ship has some sort of function. Even the civilian ships moved NPCs around, putting up trades on the BBS system (which was really easy to forget about). Other transports could move marines or small amounts of goods, ultimately "busy work" and "magic demand" stuff, but still tasks that shaped the game world.
oh well we lack enough intelligence to script and hardware computing capability to make the traffic behave realistically.
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BigBANGtheory
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Post by BigBANGtheory »

Queuing trade orders I like the sound of that.

Did I just see a 3D zone map that was adapting the view to the selection options? That was a pleasant surprise to see, and the way the cities or complexes could be broken down into coloured modules was a nice touch.
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MegaJohnny
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Post by MegaJohnny »

JClosed wrote:
hourheroyes wrote:I guess the Albion sector police department got a boost in funding this year, finally got install the new experimental jumpdrives....
And the first experimental ship went wrong and ended up in....... Oh dear!
A closed time loop? Now that would be something! And to think we witnessed it purely by chance...
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

hourheroyes wrote:I guess the Albion sector police department got a boost in funding this year, finally got install the new experimental jumpdrives....
Nah, Jump Drives are old hat... now we have TODs (Trans-Orbital Drives) :P ;) :roll:
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Phaser Rave
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Post by Phaser Rave »

Looks like trading in X Rebirth will be more of an adventure, I can't wait!
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theeclownbroze
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Post by theeclownbroze »

How did that police ship suddenly engage warp factor 9?

Are there finally warp drives in the game????
jannix
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Post by jannix »

This looks really awesome :)
Alci
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Post by Alci »

theeclownbroze wrote:How did that police ship suddenly engage warp factor 9?
Magic?
MegaJohnny wrote:
santi wrote:Those ships are "fillers" they follow a pre planned path, they just make the stations look busy...
I'm not convinced. Consider that when Bernd was talking about combat having an effect on the economy, the footage showed fighters blowing up a load of those traffic lane ships

Anyway, maybe wishful thinking. I would love if even all those little ships had an effect on the economy.
and why you assume that it HAS to be one OR the other way? :) Those are not mutually exclusive mechanics. Even I can easily think of 2 mechanics that would join both together:

1) They can be associated with station. Not individually like player. But just like "this station has an equivalent of 30 "free" traders associated", maybe differenced by supplies they make

2) Or they can be based on "trade lines" like "between this and this station there are 5 "free" traders shipping energy cells.

In both cases you can get "number" of trading ships "traveling" to the complex (one day). And you can generate filling visuals with not that much individuality that represents how station is busy. You don't really need to fully simulate all of them individually. Maybe just those who are close to you.

In any case when you blow two of them they will vanish from trade line. And fillers around station get a bit more sparse. Time to time (and that may be 5 minutes or 1 minute on 4 cores) you do recalculation based on prices/demands, distances and move those numbers to other trade lines/stations associated (not actual individual ships). And that results in changes in fillers around the station. Same with loot or scans you can eventually get. Is that understandable? When you are "OOS" those ships "don't exist". But trade lines tells you what "income" of resource it provides (like 50k energy cell/minute) for fast maintaining of entire universe. When you are close those ships from all tradelines leading to station "spawns" in highway and fly towards the station with their share of resources on board and is simulated fully). Those ship lines helps you that all ships inside travels same speed so in the end you can pretty much get same "income" flow either you look at it or is in OOS.

That's one variant I can thing of. It's fast to compute, simulates dynamic economy behavior and it looks "live".
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Santi
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Post by Santi »

Bobucles wrote:The key difference is that GTA traffic didn't do anything. It was a free loot RNG with less permanence than a 2 year old.

One of the important things about X is that just about every ship has some sort of function. Even the civilian ships moved NPCs around, putting up trades on the BBS system (which was really easy to forget about). Other transports could move marines or small amounts of goods, ultimately "busy work" and "magic demand" stuff, but still tasks that shaped the game world.
It is still the same, those filler ships are the ones that do that, but now in a orderly fashion, you still have lots of ships that operate with full AI, security forces, traders, drones etc.. By separating the amount of AI each ship has, you can increase massively the number of them without taxing the game engine too much.

You have to notice that there are two kinds of traffic on the videos, local traffic (the filler ships) and free traffic (scanning drones, fighters, and big trade ships).
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