X3TC / X3AP Patch 2015
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honestly I'm not sure Ego have neither confirm nor denied if this patch is going to happen i hope it does though because there are a lot of things which need fixing and there is tremendous room for improvement in excising systems admittedly some of it's not possible without entirely rebuilding significant parts of the game a good example adding multicore support this would require rebuilding the game engine which i cant see them doing for a patch but a lot of the other stuff is simply scripting which is quiet possible if somewhat time consuming so i guess that would depend on the amount of work involved and whether the devs think they have the expertise to pull it off
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Well with 47 pages of comments, there is a definite interest in any project that will inject new life into this series.
but would we have the work as an update?
or an upgrade?
or a complete new expansion pack like Albion was?
would we all be ready to dig in our pockets for the work involved?
Well I know I would willingly pay for any major work added to this classic game series.
but would everyone?
that is possibly one of the questions that Ego may be considering, and why they are hinting at a new game, rather than an update or patch or something
but would we have the work as an update?
or an upgrade?
or a complete new expansion pack like Albion was?
would we all be ready to dig in our pockets for the work involved?
Well I know I would willingly pay for any major work added to this classic game series.
but would everyone?
that is possibly one of the questions that Ego may be considering, and why they are hinting at a new game, rather than an update or patch or something
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I can live with the UI. What I would absolutely kill for is a good version of the conflicts mod. That was the major reason why I went modified in TC (though now I'm mostly vanilla AP and enjoying it, the argon-terran war scratches that itch just enough I guessGraaf wrote:Well, we are talking about a patch.
But if it is going to be X4, running on the Rebirth engine and the X3 gameplay (along with the 2 or 3 improvements in Rebirth), then I might even be willing to pay for it.
I just hope they don't implement either X3's or Rebirths UI. No-one complaint about X2's.

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I highly doubt an X3 game with rebirth engine is even possible, it's gonna be one of those titan-ti and you'll get 15 fps games.
For x3 my biggest complaint go with NO CUSTOM HOTKEY, like people, if you just let me assign hotkeys to
move to position
jump and fly to station
launch all marines
attack my target
retreat to position
my frustration with menu diving will reduce at least by 80%. That's all I need. Plus maybe better logistics for fleets which is already implemented by community mods.
For x3 my biggest complaint go with NO CUSTOM HOTKEY, like people, if you just let me assign hotkeys to
move to position
jump and fly to station
launch all marines
attack my target
retreat to position
my frustration with menu diving will reduce at least by 80%. That's all I need. Plus maybe better logistics for fleets which is already implemented by community mods.
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I'd like to see mature game play get a makeover. There are so many limitations in vanilla X3 gameplay which are far too restrictive in the mature game.
How about a new operation for the Player Headquarters, where you dock a ship to have cargobay extensions added beyond the normal maximum.
Suggested restrictions / mode of operation:
You dock a ship at your Player HQ and it needs to stay docked during installation. The cost of extending a cargobay by an amount equivalent to fifty percent of its initial size (when first purchased) might be say $1M plus some fee related to how many extension units are being applied. It takes a certain amount of time (significant) to perform the operation. And each time you use this, it takes even longer. You can halve this time (affecting subsequent operation times as well), but this will double the cost of subsequent upgrades. So eventually you are limited by either time or credits, or some compromise between the two.
This would motivate the player to be very careful about selecting which ships to use this on, as the price of additional cargobay extensions would ultimately get overwhelmingly expensive.
Okay, so you have billions of credits in a mature game. But by then you've paid the price (in experience and smart play) and duly deserve a more liberated game. You by then also have become aware of which ships may better suit this type of extension. It gives you something else to look forward to in the mature game and answers the question "what now?". But it also gives you something to look forward to in a subsequent new game, as you get the opportunity to apply these extensions to your ships differently and potentially, more wisely.
If it works for cargobay extensions, it may also work for engine tunings and rudder optimisations. Currently, you can "overclock" your engine tunings and rudder optimisations to selected ships, but it requires only finding such things in space. Once you're aware, it becomes routine and less rewarding. You can have them in early game, all at once. If you need first to build your player HQ, there's a considerable price to pay before these become available. And then there's choices for the player to make: do I add engine tunings to my Express Hauler first, or should I instead add cargobay extensions to my Mammoth? Should I pay double now to have it happen in half the time?
The idea may be further extended to address other needs of the mature game player:
1. Reduce the required countdown duration for jumpdrive operation. Truly, by the time you've heard "ten percent, twenty percent" 1000 times, you're over it. If there's no enemy within say 10KM, jumpdrive operation without any delay doesn't imbalance. Also provides reward for having fewer enemies.
2. Extend the maximum comms distance. 25KM in early game is just fine. Eventually, any limitation is just plain annoying.
3. Extend the range of advanced satellites, scanners and transporters.
4. Disable the resetting of spacesuit upgrades and extensions on re-enter of a ship. So you could permanently add things such as trading extension, engine tunings etc.
5. Fit (potentially multiple) repair lasers to ships so that eventually it would be practical to do repairs on larger ships and perhaps even stations. Maybe install additional repair lasers on spacesuit too?
6. Reduce the EC cost per gate, of jumpdrive operation. If you manage to get the cost down to zero, it means you can use jumpdrive with spacesuit also. It would have an all up $$ cost to match the reward.
It might be good to also bring in limitations on these operations based on health of factories throughout the universe. Are the various trading ports well stocked? If not, WHY NOT?? Are you helping the NPCs to survive or just using them as a means of getting rich?
How about a new operation for the Player Headquarters, where you dock a ship to have cargobay extensions added beyond the normal maximum.
Suggested restrictions / mode of operation:
You dock a ship at your Player HQ and it needs to stay docked during installation. The cost of extending a cargobay by an amount equivalent to fifty percent of its initial size (when first purchased) might be say $1M plus some fee related to how many extension units are being applied. It takes a certain amount of time (significant) to perform the operation. And each time you use this, it takes even longer. You can halve this time (affecting subsequent operation times as well), but this will double the cost of subsequent upgrades. So eventually you are limited by either time or credits, or some compromise between the two.
This would motivate the player to be very careful about selecting which ships to use this on, as the price of additional cargobay extensions would ultimately get overwhelmingly expensive.
Okay, so you have billions of credits in a mature game. But by then you've paid the price (in experience and smart play) and duly deserve a more liberated game. You by then also have become aware of which ships may better suit this type of extension. It gives you something else to look forward to in the mature game and answers the question "what now?". But it also gives you something to look forward to in a subsequent new game, as you get the opportunity to apply these extensions to your ships differently and potentially, more wisely.
If it works for cargobay extensions, it may also work for engine tunings and rudder optimisations. Currently, you can "overclock" your engine tunings and rudder optimisations to selected ships, but it requires only finding such things in space. Once you're aware, it becomes routine and less rewarding. You can have them in early game, all at once. If you need first to build your player HQ, there's a considerable price to pay before these become available. And then there's choices for the player to make: do I add engine tunings to my Express Hauler first, or should I instead add cargobay extensions to my Mammoth? Should I pay double now to have it happen in half the time?
The idea may be further extended to address other needs of the mature game player:
1. Reduce the required countdown duration for jumpdrive operation. Truly, by the time you've heard "ten percent, twenty percent" 1000 times, you're over it. If there's no enemy within say 10KM, jumpdrive operation without any delay doesn't imbalance. Also provides reward for having fewer enemies.
2. Extend the maximum comms distance. 25KM in early game is just fine. Eventually, any limitation is just plain annoying.
3. Extend the range of advanced satellites, scanners and transporters.
4. Disable the resetting of spacesuit upgrades and extensions on re-enter of a ship. So you could permanently add things such as trading extension, engine tunings etc.
5. Fit (potentially multiple) repair lasers to ships so that eventually it would be practical to do repairs on larger ships and perhaps even stations. Maybe install additional repair lasers on spacesuit too?
6. Reduce the EC cost per gate, of jumpdrive operation. If you manage to get the cost down to zero, it means you can use jumpdrive with spacesuit also. It would have an all up $$ cost to match the reward.
It might be good to also bring in limitations on these operations based on health of factories throughout the universe. Are the various trading ports well stocked? If not, WHY NOT?? Are you helping the NPCs to survive or just using them as a means of getting rich?
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Just a note that any update might need to look again at this Pirate-owned invulnerable station issue in X3AP.
A dog has a master; a cat has domestic staff.
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Can’t say I disagree with this there are way to many things which just haven’t been well though out or have been badly implementedI'd like to see mature game play get a makeover. There are so many limitations in vanilla X3 gameplay which are far too restrictive in the mature game.
There is just one small issue with this why bother doing this at your HQ if its going to take forever or cost an arm and a leg and/or both when I can fly over to an NPC station and do it in about 30 seconds for a fraction of the cost?You dock a ship at your Player HQ and it needs to stay docked during installation. The cost of extending a cargobay by an amount equivalent to fifty percent of its initial size (when first purchased) might be say $1M plus some fee related to how many extension units are being applied. It takes a certain amount of time (significant) to perform the operation. And each time you use this, it takes even longer. You can halve this time (affecting subsequent operation times as well), but this will double the cost of subsequent upgrades. So eventually you are limited by either time or credits, or some compromise between the two.
This would motivate the player to be very careful about selecting which ships to use this on, as the price of additional cargobay extensions would ultimately get overwhelmingly expensive.
it’s the same issue with building ships at the player HQ it simply takes to long and there is no point if you can just buy the ships from an NPC shipyard the only time I bother building ships is if they cant be bought like the Hyperion, or if I’m hostile with the race in question and can’t buy them and even then its usually quicker to just board and steal them.
I’m not saying it’s a bad idea by any means but I just don’t see it being workable it’s why the player HQ is largely pointless unless you want a fleet of rare non purchasable/non boardable ships or you want a fleet of ships which aren’t normally available due to being hostile with the race in question but of course this means that the race in question actually has to field the ship that you are after so you can capture and RE one which in the case of say the Fenrir or Hayabusa for example is impossible since the computer simply doesn’t use them or at least I’ve never seem them use them the only way I was able to get mine was to wait till the end of the game when my rep improved enough that I could actually buy them
then of course there are a number of rare non purchasable/non boardable ships that can’t be RE’d like the XShuttle, Khaak Corvette, Acinonyx Prototype to name a few that come to mind or you have the ships which only appear in certain games like the #deca which kinda defeats the purpose
If you are actual talking about overturning ships which is to say you are tuning them above there normal maximum limits then I cant see this being workable either because its would be overpowered its why overturnings are so limited
Although I do agree with some of the limits like the limited comms range getting removed because it makes no sense I can understand not being able to comm with ships and stations that are in another sectors but the comms range for the current sector should be removed
With regards to upgrading ships perhaps Ego could take a leaf out of the first Privateer game and add a new series of upgrades that allow player the ability to tune various aspects of there ship so for example
- 1.) shield reactor upgrades / weapons reactor upgrades
2.) hull armour to make hulls tougher these would means that weapons striking the hull do less damage
3.) extra shield mounts allowing ships to equip extra shields
4.) shield compatibility upgrades allowing ships to equip bigger then normal shields
5.) extra weapon mounts allowing ships to equip more weapons than normal
6.) weapon compatibility upgrades these upgrades would allow ships to use weapons they cant normally use
7.) advanced jump drive which allows point jumping so you no longer need to jump to a gate excellent for use in Terran space
8.) jump drive generator so you can use the jump drive without needing e-cells excellent for ships like the Tyr that have small cargo bays
9.) bigger scanners
10.) more powerful transmitters for the comes system allowing you to comm over a longer distances
the way this could work is that you would learn new parts as you RE various ships so for example once you have RE'd a Hyperion and a Vali you could maybe take the basic Hyperion chassis but put the shield reactor from a Valli in it and then you could take the weapon mounts form a Heavy centaur prototype allowing you to equip a wider selection of weapons and you could take the missile launchers from the Acinonyx Prototype allowing you to use boarding pods and hammer missiles
or you could take a Griffen chassis and remove the docking ports then equip it like a tiger and then you could add compatibility with SSC as these seem a little more effective then the commonwealth versions turning the ship from a mini carrier in to a mini battle ship
or you could take the weapon mounts from a Pteranodon and apply them to a Boreas chassis allowing the Boreas to use PALCs and have main guns the player can control and you could perhaps add the missile launches and power plant from a Xenon I to allow the Boreas to have stronger shielding that recharges quicker and be able to barrage file missiles
or you could take the docking ports and weapon mounts from a Griffin and apply them to an Aegir not only allowing the Aegir to equip weapons it cant normally use but also allowing it to dock a few fighters
or maybe I’d take a Springblossom and turn down the speed a little but turn up the turn rate and then maybe id switch out the weapons generator with one from a Hyperion so that the ship is more able to handle using those PSSC and maybe I’d enhance the weapons mount on the main guns allowing it to use commonwealth and Terran weapons
or maybe id take a Hyperion and enhance its weapon mounts so that it can use M/AMLs the possibilities are endless
The idea is that it allows the player to do things with ships that you cant normal do so for example you could give a Griffin the ability to use Plasma beams if you have RE'd a Carrak and a Griffin you could allow a Pteranodon to use Ion Cannons if you have RE'd a Pteranodon and Boreas
Obviously there would need to be some sensible limits so no sticking a m2 power core in a corvette for example or no sticking capital weapon on fighters but otherwise I don't see any reason that the player shouldn't be able to take bits from different ships of the same class and then combine them together to create new custom ships there is already echoes of this going on in game with the Acinonyx Prototype and the Aamon so I don't see why the player should be restricted from doing the same thing after all the player is just as much a part of the universe as any of the different factions and we do own are own shipyard and have the ability to RE ships now so this is the next logical step
Admittedly this is not something that is trivial to do and it would take a fair amount of work assuming its possible at all but it could add an interesting dimension to the game and give the player shipyard a more prominent role to play because at the moment if I want to for example equip a Carrier with fighters there is absolutely no point building them at the player HQ it simply takes to long especially when I have only 1 production line for this task the player HQ would need to be able to build many many ships at the same time
or say I want a wing of Griffins to accompany my m2 again there is no point building them at the player HQ it takes to long about 2 and a half hours real time under 10x seta and that's for just 1 if you want say a half dozen you will be there all year and there is no point when you can just buy them and equip them in just a few minutes
yeah it might cost me but when you have a bank balance in excess of 5,000,000,000 credits money is no object anyway and even if I do run out of credits no problem I can just do a little stock market manipulation and make all the money I could ever need in a matter of seconds generally I don’t do this as it a bit to much like cheating for my taste but you get the point
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The term "overpowered" is valid when used within the context of a game that is not yet complete and where a global leaderboard compares performance on a supposed level playing field. It is not valid for players that have completed all plots or those not interested in the main plots, and wish to try rebalances of their own design without having to learn scripting and modding.Cursed Ghost wrote:If you are actual talking about overturning ships which is to say you are tuning them above there normal maximum limits then I cant see this being workable either because its would be overpowered its why overturnings are so limited
Game rebalances are good as they can spice up a game that may be becoming boring. Not everyone wants to mod. So Egosoft should offer more ways for a player to play their game, than currently offered through using the different "starts" (humble trader / suicidal squid / arrogant argon etc). This has been suggested many times, and each time Egosoft responds that you can do whatever you like in scripts so hey go for it. So the modders have done this, but for whatever reason, Egosoft have kept precisely the same bunch of starts year after year. So much happening in the modding community and none of it ever makes it into even a single new game start. Even AP offered little in this regard over TC.
Why not have like 300 different starts, and make the difference between starts far more significant? Hell even a dozen more starts would be awesome. But do more than just make me Boron instead of Paranid with a different ship in a different sector!
1. "Save the Universe": A decision was made two years ago to permanently remove all secondary wares from factories, and NPC SPPs had crystals as a primary resource, as player SPPs do. The idea was that wares were being wasted when consumed as secondary resource. But the idea backfired badly. The outbreak of war lead to a ware shortage, and this eventually lead to the total disappearance of all wares in all stations and docks. With one exception - you've got the last 1399 ECs in your cargobay. Have you got what it takes to save the universe before everyone starves to death?
The above start is one that I've played many times. I created it. It's been fun and I think others would enjoy it too. Forces you to think in ways that the original game doesn't.
This is an example of a different way to keep the game appealing for more players and for longer time. Just like using a Player HQ to add over-tunings is an example. But you get the idea right? Listen to experienced players, check out various mods and get the things into the vanilla game somehow. Just as some game starts only become available when you've achieved some goal, do the same for a bunch more game starts. And I'd like a BIG bunch more!
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Don’t get me wrong I understand the point you are making and the game starts/scenarios is defiantly something that needs overhauling because there simply isn’t enough variation and regardless of what custom start you choose they all end up the same way because there really isn’t any structure to them unlike the main plot starts
which have specific objectives and tasks that must be completed to progress within the scenario so maybe what is needed here are custom plots which in a round about way intersect with the larger events that are going on in the universe aka the war but is also at the same time separate from the main plot and has a different story different objectives as you are experiencing events from the point of view of that character so people react to you differently you end up doing entirely separate missions and end up on a separate path depending on the choices you make
Perhaps a good example of this would be half-life blue shift and half-life opposing force they both kinda intersect with the main plot of the original game but there events are experienced from that games main characters point of view which makes it a related but separate story
https://en.wikipedia.org/wiki/Half-Life:_Blue_Shift
https://en.wikipedia.org/wiki/Half-Life:_Opposing_Force
Or perhaps something a little more relevant Tachyon the Fringe in that game you start as a cop if I recall correctly you then get setup murder and as you are trying to sort this stuff out you end up getting tangled up in a conflict between the Galspan and the Bora and the way the game evolves from there depends on the missions you chose and who you decide to help
https://en.wikipedia.org/wiki/Tachyon:_The_Fringe
Of course you could always keep the standard alternative starts that have no story at all for those that don’t like plot type missions although I'm not sure how you would really differentiate them from each other because that's the problem that the current custom none plot starts have other them making you a different person and starting you with a different ship there really isn't a way to differentiate them unless there is some sort of plot line involved which seem to be to be more what you are suggesting
Having said this that’s not what you where suggesting in your previous post or at least that was my read of it anyway perhaps I’m mistaken?
Obviously if you are suggesting this as a completely separate scenario that has a different balance then what you are suggesting is fine but for a vanilla game it wouldn’t work and would make player ships overpowered and unbalance the game which is what I meant when I said it would be overpowered
With regards to custom starts here are a couple variations on a similar theme
What about a warlord start the aim of which is to take over the entire universe and subjugate the other races under your tyrannical rule and when you successfully take over a sector the owner ship switches to you but you have to defend that sector from the races attempts to take it back which is vigorous and the scenario ends when you take over the last sector. and all your enemies are finally vanquished a very command and conquer style affair this one
You could also have a Xenon start the aim of which is to exterminate all biological life in the universe
You could also have a new Khaak start the objective of which is revenge against the Terran for there interference at the end of X3r and against the Argon and to a lesser extent the rest of the commonwealth races for the destruction of there hive during the events of operation final fury
Each of these 3 would have specific objectives that need to be completed in order to complete the scenario
which have specific objectives and tasks that must be completed to progress within the scenario so maybe what is needed here are custom plots which in a round about way intersect with the larger events that are going on in the universe aka the war but is also at the same time separate from the main plot and has a different story different objectives as you are experiencing events from the point of view of that character so people react to you differently you end up doing entirely separate missions and end up on a separate path depending on the choices you make
Perhaps a good example of this would be half-life blue shift and half-life opposing force they both kinda intersect with the main plot of the original game but there events are experienced from that games main characters point of view which makes it a related but separate story
https://en.wikipedia.org/wiki/Half-Life:_Blue_Shift
https://en.wikipedia.org/wiki/Half-Life:_Opposing_Force
Or perhaps something a little more relevant Tachyon the Fringe in that game you start as a cop if I recall correctly you then get setup murder and as you are trying to sort this stuff out you end up getting tangled up in a conflict between the Galspan and the Bora and the way the game evolves from there depends on the missions you chose and who you decide to help
https://en.wikipedia.org/wiki/Tachyon:_The_Fringe
Of course you could always keep the standard alternative starts that have no story at all for those that don’t like plot type missions although I'm not sure how you would really differentiate them from each other because that's the problem that the current custom none plot starts have other them making you a different person and starting you with a different ship there really isn't a way to differentiate them unless there is some sort of plot line involved which seem to be to be more what you are suggesting
Having said this that’s not what you where suggesting in your previous post or at least that was my read of it anyway perhaps I’m mistaken?
Obviously if you are suggesting this as a completely separate scenario that has a different balance then what you are suggesting is fine but for a vanilla game it wouldn’t work and would make player ships overpowered and unbalance the game which is what I meant when I said it would be overpowered
With regards to custom starts here are a couple variations on a similar theme
What about a warlord start the aim of which is to take over the entire universe and subjugate the other races under your tyrannical rule and when you successfully take over a sector the owner ship switches to you but you have to defend that sector from the races attempts to take it back which is vigorous and the scenario ends when you take over the last sector. and all your enemies are finally vanquished a very command and conquer style affair this one
You could also have a Xenon start the aim of which is to exterminate all biological life in the universe
You could also have a new Khaak start the objective of which is revenge against the Terran for there interference at the end of X3r and against the Argon and to a lesser extent the rest of the commonwealth races for the destruction of there hive during the events of operation final fury
Each of these 3 would have specific objectives that need to be completed in order to complete the scenario
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Yes, the starts you mention are in line with what I'm thinking of. Something completely different, but still well tested for balance and enjoyment.
As far as "vanilla" goes, it's pointless talking about it unless we have the same understanding and expectations of it. Vanilla could be the game that Egosoft gives us without additional mods/scripts. It does NOT specify that with all starts you can upload stats to leaderboards, nor does it specify that you can even have the "main" plots. What we're really talking about here is each start is kind of a game in itself, but it uses the X3 engine obviously. AP is already part of the way there. But we seem to be agreed that it could be taken a lot further. For compatibilities sake, leave the current starts as they are, with full access to leaderboard etc.
It would be much easier and simpler to just disable all the plots for these very different starts as well as denying access to upload stats. The start has some theme and doing it this way allows for much greater freedom and creativity. Whatever theme the developer decides upon will dictate whether or not he should create his own plots, include NPCs talking etc.
But this is not just about a story added to the same old universe with same limitations on ships, stations etc. Get creative and see where it takes you. Let Egosoft apply the spit and polish and their stamps of approval.
I know that Egosoft love to give all upgrades away, but I'd like to see them put in the work on new starts and then get some money back via official Steam DLC interface. Each DLC could have a bunch of new starts, similar to how COD:MW3 bunched additional maps for their DLCs.
As far as "vanilla" goes, it's pointless talking about it unless we have the same understanding and expectations of it. Vanilla could be the game that Egosoft gives us without additional mods/scripts. It does NOT specify that with all starts you can upload stats to leaderboards, nor does it specify that you can even have the "main" plots. What we're really talking about here is each start is kind of a game in itself, but it uses the X3 engine obviously. AP is already part of the way there. But we seem to be agreed that it could be taken a lot further. For compatibilities sake, leave the current starts as they are, with full access to leaderboard etc.
It would be much easier and simpler to just disable all the plots for these very different starts as well as denying access to upload stats. The start has some theme and doing it this way allows for much greater freedom and creativity. Whatever theme the developer decides upon will dictate whether or not he should create his own plots, include NPCs talking etc.
But this is not just about a story added to the same old universe with same limitations on ships, stations etc. Get creative and see where it takes you. Let Egosoft apply the spit and polish and their stamps of approval.
I know that Egosoft love to give all upgrades away, but I'd like to see them put in the work on new starts and then get some money back via official Steam DLC interface. Each DLC could have a bunch of new starts, similar to how COD:MW3 bunched additional maps for their DLCs.
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another issues I've encountered while trying to do the end stages of the shady business plot
when i tell me fleet of ships to jump to say black hole sun they have to jump in 1 by 1 yet the computer being the massive cheat that it is can jump in an entire fleet in one jump this is not fair and needs to be fixed
when i tell my fleet to jump i expect the entire fleet to jump at the same time and arrive as one group i don't expect to be sitting there for 10 minutes waiting for all my ships to arrive because they have to come through the gate 1 by 1
For the games that have gone down the DLC route like Dragonage Origins for example i didn't bother buying the DLC i simply waited and just bought the ultimate edition instead which comes with all that stuff in one bundle its better value in the long run.
DLCs are fine if you just want to add small freebee ester eggs, like weapons armor items etc that sort of a thing stuff that doesn't really take a lot of time and effort to make but if you are looking at adding content then that really is better done either as an expansion or if they don't have enough new material to make an expansion then just as a content patch.
More over i don't like steam either I'd much rather just stick to the standard dvd where i can just install it and put it on I don't really see why i need an internet connection to pay an off line game, i also don't see why i need to have some resource hogging piece of garbage running in the background to play either
I also don't like the fact that when i install a steam game from the CD the game isn't actually installed I had this problem the other day with Dawn of War 2 installed off the dvd tried to play the game only for steam to tell me i cant play and that I'd need to sit there for 2 hours downloading gigabytes worth of data before i can put the game on that is just tremendously irritating to me which is why i wont buy any game that runs on steam.
when i tell me fleet of ships to jump to say black hole sun they have to jump in 1 by 1 yet the computer being the massive cheat that it is can jump in an entire fleet in one jump this is not fair and needs to be fixed
when i tell my fleet to jump i expect the entire fleet to jump at the same time and arrive as one group i don't expect to be sitting there for 10 minutes waiting for all my ships to arrive because they have to come through the gate 1 by 1
to be honest i was never a fan of DLC's maybe its just the way a lot game developers unscrupulously exploit that system to try and get as much cash out of people as they can and for me that just has really negative connotations, its kinds the same feeling you get when companies are using high pressure sales tactics for me that's an instant turn off.I know that Egosoft love to give all upgrades away, but I'd like to see them put in the work on new starts and then get some money back via official Steam DLC interface. Each DLC could have a bunch of new starts, similar to how COD:MW3 bunched additional maps for their DLCs.
For the games that have gone down the DLC route like Dragonage Origins for example i didn't bother buying the DLC i simply waited and just bought the ultimate edition instead which comes with all that stuff in one bundle its better value in the long run.
DLCs are fine if you just want to add small freebee ester eggs, like weapons armor items etc that sort of a thing stuff that doesn't really take a lot of time and effort to make but if you are looking at adding content then that really is better done either as an expansion or if they don't have enough new material to make an expansion then just as a content patch.
More over i don't like steam either I'd much rather just stick to the standard dvd where i can just install it and put it on I don't really see why i need an internet connection to pay an off line game, i also don't see why i need to have some resource hogging piece of garbage running in the background to play either
I also don't like the fact that when i install a steam game from the CD the game isn't actually installed I had this problem the other day with Dawn of War 2 installed off the dvd tried to play the game only for steam to tell me i cant play and that I'd need to sit there for 2 hours downloading gigabytes worth of data before i can put the game on that is just tremendously irritating to me which is why i wont buy any game that runs on steam.
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Something else I've just remember about
STs/UT don't see built in equipment so when used in ships like the springblossom that have fight command software built in you will continually get the message please install fight command software even though the springblossom already has fight command software installed as a built in component.
in addition can we get no jump fuel in range bug fixed.
also when we start STs/UTs can you make them try and sell what is in there cargo bay before trying to buy more goods it would help to combat the i have no more room in my cargo bay error which shouldn't be happening unless the UT/ST really cant find anywhere to sell its goods
also can we make ships running the attack fighters command be able to see ships that are on the players scanner but not there its pretty annoying to ordering my ships to attack fighters that i can see on my scanner only to have my ships just dos about the system because they cant see the enemy on there scanners
if i can see the ships on my scanners then any of my ships should also be able to see what i can and should there for do what there told and come and attack the ships i just told them to attack
STs/UT don't see built in equipment so when used in ships like the springblossom that have fight command software built in you will continually get the message please install fight command software even though the springblossom already has fight command software installed as a built in component.
in addition can we get no jump fuel in range bug fixed.
also when we start STs/UTs can you make them try and sell what is in there cargo bay before trying to buy more goods it would help to combat the i have no more room in my cargo bay error which shouldn't be happening unless the UT/ST really cant find anywhere to sell its goods
also can we make ships running the attack fighters command be able to see ships that are on the players scanner but not there its pretty annoying to ordering my ships to attack fighters that i can see on my scanner only to have my ships just dos about the system because they cant see the enemy on there scanners
if i can see the ships on my scanners then any of my ships should also be able to see what i can and should there for do what there told and come and attack the ships i just told them to attack
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Another glitch I’ve noticed with the turret switching.
On my Boreas I have the front turrets set to swap between PPCs and Flak for shooting down missiles/fighters the turret commands are configured like this
1.) missile defence
2.) attack (m7 and bigger)
3.) attack my cockpit target turrets on all my ships will do this
4.) Turrets attack what the ship is attacking
5.) Protect the ship attack anything that attacks it
Automatic laser switching - all ships may switch lasers
allow area effect lasers - yes
now when I’m fighting a Xenon I for example and I start getting spammed by missiles the front turrets dutifully switch to Flak when the missile get in range and shoot the missiles down but then fail to switch back to PPCs the only way I can get them to switch back is to either change the turret command or close to 2 km so the flak are in range of the target it will then fire a burst of flak and then swap back to PPCs.
Clearly this is incorrect behavior, once there are no more missiles/fighters the turrets should immediately switch back to PPC’s as instructed and continue to attack the capital ship.
Also I think you dumbed down the turrets switching a bit to much turrets shouldn’t be trying to attack fighters/missiles with PPCs/Gause Guns and the turrets switching should be smart enough to use the right gun for the job and therefore swap to CIGs or Flak when the missile/fighter gets in range and should otherwise ignore the missiles/fighters if they are not in range of CIGs or Flak as capital guns are not meant for shooting missile or fighters
On my Boreas I have the front turrets set to swap between PPCs and Flak for shooting down missiles/fighters the turret commands are configured like this
1.) missile defence
2.) attack (m7 and bigger)
3.) attack my cockpit target turrets on all my ships will do this
4.) Turrets attack what the ship is attacking
5.) Protect the ship attack anything that attacks it
Automatic laser switching - all ships may switch lasers
allow area effect lasers - yes
now when I’m fighting a Xenon I for example and I start getting spammed by missiles the front turrets dutifully switch to Flak when the missile get in range and shoot the missiles down but then fail to switch back to PPCs the only way I can get them to switch back is to either change the turret command or close to 2 km so the flak are in range of the target it will then fire a burst of flak and then swap back to PPCs.
Clearly this is incorrect behavior, once there are no more missiles/fighters the turrets should immediately switch back to PPC’s as instructed and continue to attack the capital ship.
Also I think you dumbed down the turrets switching a bit to much turrets shouldn’t be trying to attack fighters/missiles with PPCs/Gause Guns and the turrets switching should be smart enough to use the right gun for the job and therefore swap to CIGs or Flak when the missile/fighter gets in range and should otherwise ignore the missiles/fighters if they are not in range of CIGs or Flak as capital guns are not meant for shooting missile or fighters
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- Joined: Mon, 14. Nov 11, 20:31
Two suggestions for combat missions:
1) Scale the strength of the opponents by the difficulty level selected by the player, not only the combat rank.
Currently, the difficulty level only sets your starting capital. Make it a permanent factor in what the opposing force will be..
2) In random missions taken from stations, give some hints on what the enemy will bring to the fight.
1) Scale the strength of the opponents by the difficulty level selected by the player, not only the combat rank.
Currently, the difficulty level only sets your starting capital. Make it a permanent factor in what the opposing force will be..
2) In random missions taken from stations, give some hints on what the enemy will bring to the fight.
Gazz in the LT forum:
In X3, piracy is not implemented at all. All the "pirates" that fly around are bands of roaming psychopaths that destroy everything they see without even trying to loot anything.
In X3, piracy is not implemented at all. All the "pirates" that fly around are bands of roaming psychopaths that destroy everything they see without even trying to loot anything.
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- Joined: Mon, 20. Jun 11, 13:16
^ This ^Graaf wrote:So, over a year after OP and a month after the last reply, any update on this? Please.
With the total silence from ES since 4.0, I had hoped that maybe (after a couple of weeks at the spa drinking martinis, or whatever), attention might be getting turned to what love can the most current *true* X game get (and as we've seen, there are quite a few ideas being thrown around, quite a few things people would like to see implemented - some of them even doable!)
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Boron passenger: "You must hurry - my testicles are drying out!"
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Born on Lave, raised on Freeport 7...
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The Write Stuff
Boron passenger: "You must hurry - my testicles are drying out!"
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Born on Lave, raised on Freeport 7...
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The Write Stuff
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- Joined: Tue, 16. Oct 07, 19:00
I am reading this post as "suggestions for the next game" and, having restarted X3AP since a few months, i do have a few issues.
Considering i did not pen Rebirth (i am not interested in a game forcing me to fly a single ship), some of the points may be already obsolete.
1) In X3 i find the managing of assets very difficult and time consuming. finding a ship is a nightmare, once you have more than 20, since there is no possibility to have lists and just order them, or filter them. An excel-like table, in which columns can be ordered, or filtered, would help immensely. If i look for my satellite distributor (which wanders by itself), i'll just filter the list for M5s and order by name. found.
2) when an announcement is given "your ship is under attack in sector xxx", there should be a way to immediately reach that sector.
3) assignable hotkeys or commands ("...launch all marines...")
4) Support for a second monitor, in which "management" information stay on and do not disappear because events happens (like flying through a gate)
5) Automated complex construction, including connections, and in a way that reduces delays (in the forum there are suggestions on ways to connect factories without duly increase IS delays).
6) Graphical CLS route planning (on the universe map)
7) blacklisting as "do not enter sector xxx". I had several UT and CLS being destroyed in the war sectors, even though these were in their blacklists.
bring back the corporate missions
9) optional colors in the map (e.g. to distinguish corporations, races, etc)
Considering i did not pen Rebirth (i am not interested in a game forcing me to fly a single ship), some of the points may be already obsolete.
1) In X3 i find the managing of assets very difficult and time consuming. finding a ship is a nightmare, once you have more than 20, since there is no possibility to have lists and just order them, or filter them. An excel-like table, in which columns can be ordered, or filtered, would help immensely. If i look for my satellite distributor (which wanders by itself), i'll just filter the list for M5s and order by name. found.
2) when an announcement is given "your ship is under attack in sector xxx", there should be a way to immediately reach that sector.
3) assignable hotkeys or commands ("...launch all marines...")
4) Support for a second monitor, in which "management" information stay on and do not disappear because events happens (like flying through a gate)
5) Automated complex construction, including connections, and in a way that reduces delays (in the forum there are suggestions on ways to connect factories without duly increase IS delays).
6) Graphical CLS route planning (on the universe map)
7) blacklisting as "do not enter sector xxx". I had several UT and CLS being destroyed in the war sectors, even though these were in their blacklists.

9) optional colors in the map (e.g. to distinguish corporations, races, etc)
--
"no sir, we cannot put the laser generator of that Eclipse into your Kestrel.
...
No, not even if we remove the toilet!"
"no sir, we cannot put the laser generator of that Eclipse into your Kestrel.
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No, not even if we remove the toilet!"
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Then you're reading it wrong. If you want to make suggestions for the next game, please do so in another thread, perhaps one of the many in the Rebirth forum dedicated to just that topic. Please don't derail this thread with your wish list for The Next Big Thing™. Thanks for your consideration.rnada wrote:I am reading this post as "suggestions for the next game" ...

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.