so iv heard patch 2.5 is out for devnet5 or somthing!!!! (Now With Changelog!)

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Marcus Aseth
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Post by Marcus Aseth »

You do not want to board ships because it feels like cheating
About this,something will be done for it in the patch 2.5?
Can't remember all the changes x_x
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jasonbarron
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Post by jasonbarron »

santi wrote:Going a bit of topic, hacking panels on stations several times, will degrade the station defences and make some wares drop from storage units. Then external hacking can disable production modules (sabotage), give a boost to your relations (never tested this, going by some post on the forum). And more importantly doing heists! You do not want to board ships because it feels like cheating, locate a storage unit with the wares you fancy, hack the thing and let your support ship collect the wares, engage collection mode and wait before tagging the containers, otherwise your ship will not have time to close up the distance and will launch drones really far away, if your support ship is circling around, tag containers and fly to it, so he will hold position. You can try to go for second helpings but depending on stations, police will be a lot more active.
Very interesting. I've never tried hacking stations, but I think I"ll give it a shot during my next playthrough--thanks for the detailed info, santi (even if you were not specifically aiming it at me!).
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Tamina
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Post by Tamina »

santi wrote:Going a bit of topic, hacking panels on stations several times, will degrade the station defences and make some wares drop from storage units. Then external hacking can disable production modules (sabotage), give a boost to your relations (never tested this, going by some post on the forum). And more importantly doing heists! You do not want to board ships because it feels like cheating, locate a storage unit with the wares you fancy, hack the thing and let your support ship collect the wares, engage collection mode and wait before tagging the containers, otherwise your ship will not have time to close up the distance and will launch drones really far away, if your support ship is circling around, tag containers and fly to it, so he will hold position. You can try to go for second helpings but depending on stations, police will be a lot more active.
Thank you very much!
Give me a S! *(^-^). an A! .(^-^)* a N! *(^-^). a T! *(^-^)* an I! .(^-^)* and some Pancakes! *(^-^)*
Last edited by Tamina on Sun, 24. Aug 14, 01:55, edited 1 time in total.

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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
  /l、 
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Santi
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Post by Santi »

Forgot to post this, compared to boarding ships where you probably will have a relations hit, hacking wares out of storage modules carries no relations penalty, of course if you do not get caught.
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Marcus Aseth
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Post by Marcus Aseth »

Tamina wrote: Thank you very much!
Give me a S! *(^-^). an A! .(^-^)* a T! *(^-^)* an I! .(^-^)* and some Pancakes! *(^-^)*
Tamina do you want a N? :lol:
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Tamina
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Post by Tamina »

Marcus Aseth wrote:
Tamina wrote: Thank you very much!
Give me a S! *(^-^). an A! .(^-^)* a T! *(^-^)* an I! .(^-^)* and some Pancakes! *(^-^)*
Tamina do you want a N? :lol:
:oops: :oops: :oops: thx :oops: :oops: :oops:

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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
  /l、 
゙(゚、 。 7 
 l、゙ ~ヽ   / 
 じしf_, )ノ 
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Santi
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Post by Santi »

Marcus Aseth wrote:
You do not want to board ships because it feels like cheating
About this,something will be done for it in the patch 2.5?
Can't remember all the changes x_x
Nothing about it that I can read in the patch, of course it is a choice, I think really hard before boarding a ship and never about the money I will get if I sell it (help if you are a hoarder). There are so many ways to make money that there is not really any reason to go into a boarding rampage except if you are into massive station building.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

Boarding has carried a significant relationship penalty since at least v2.2 (if not before). It is not as if boarding a hostile Taranis or Arawn on a kill mission is the easiest thing to do (you have to stop it from getting near friendly stations first).

I am not sure of the current survival or success logic but most of my boarding operations have been successful with losses only observed through pods being shot down.

Maybe making the boarding probabilities lower depending on the percentage of turrets active and the aggregate skill level of the marines (full set of 20 Tier 3 marines would succeed with 100% turrets, full set of 20 tier 2 marines would require 66% of turrets to be disabled, and a set of 20 tier 1 marines would require 44% of turrets to be disabled) to guarantee success. Survival probability of the team should probably depend on the Marine Officer skill level 5-star 100% for a 20 man team (assuming boarding success), 4-star 90%, 3-star 80%, 2-star 70%, 1-star 60%, 0-star 50%. Engineering level could affect the speed of boarding (5-star engineering halving the time with ) and moral level could scale the success probability (5-star morale 120% of base probability, 1-star morale 80% base probability).
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ArtilleryWhore
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Post by ArtilleryWhore »

reads patch notes.....

0.0...
every thing.... i asked for and desperately wanted...
0.0!!!!!

the following image is ArtilleryWhore's actual real life reaction to reading the 2.5 patch notes

Link




ps: i tired to find that glitchy guy dancing around the fire. but couldnt find it. so that will have to do.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Roger L.S. Griffiths wrote:Boarding has carried a significant relationship penalty since at least v2.2 (if not before). It is not as if boarding a hostile Taranis or Arawn on a kill mission is the easiest thing to do (you have to stop it from getting near friendly stations first).
Two accurate facts but they are edge cases to the topic of economic balance across play styles. Relationship penalties are irrelevant during the main plot where PMC offer a full range of ship classes for use or sale, and regardless of PMC standings, the Tituel offers the same.
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Post by DaddyMonster »

Firstly, let me join many others in welcoming this new transparency from Ego. Frankly, I feel like I've been French kissed by a nun, I've rather enjoyed the experience but it felt kinky and naughty. I just hope Mother Superior doesn't find out.

Lots of look and feel improvements - really excited about the new menu - hope they've got that one right. Economy & station management will clearly have to wait for a future patch but this one is definitely meaty without them.

- Added incoming remotely ordered wares to item trader menu.

What does this mean exactly I wonder?
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Post by Sparky Sparkycorp »

I'd guess it could document the trade done by mass traffic within a zone but not sure.
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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. »

I believe that it has something to do with remote trading with NPCs.
I mean, when you open UNIVERSE and OPEN COMM... You get it.
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RedEclipse
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Post by RedEclipse »

Marcus Aseth wrote:Guys have you ever played FF 12 or Dragon Age?
Both had a system that would allow to build ingame character behaviors using conditions like "if - hp< - 50% - Cure" ,like in this image

Don't you think would be awesome to have the same system for ships order in X:Rebirth?
You could create sets of commands like "if - SpecificWare - < - number of unit - restock - number of unit".
This way you could keep your ship full of fuel and missiles,but you could also do more funny stuff like "if - player attacked - go to - player location",this way you would have fleets of fighter converging from everywhere in the galaxy into your location,would be awesome to watch :D
And also this way you could have "behaviours" ordered by priority,creating ships/captains with a unique "personality" so to say,you could have a Taranis with the first command about fighting and the second command about jumpdriving into a specific sector if hull integrity < 70% (called strategic retreat) .

I think this system would be perfect for a game wich consider itself a sandbox,think Egosoft would dare to go that way?
Also do you think that a modder could do that with the current tools?
I allready told 50 times Egosoft to play FFXII for this point exactly.
Yeah that would be cool. Really cool.
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Marcus Aseth
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Post by Marcus Aseth »

RedEclipse wrote:I allready told 50 times Egosoft to play FFXII for this point exactly.
Yeah that would be cool. Really cool.
Not only cool but also convenient for the players and for Egosoft, because people wouldn't have to "beg" Egosoft everytime they feel the need for a specific new command,they could just create it inside the game itself :P

Also if I imagine the time I would spend trying to figure out the way to get the most out of this system,trying to build the best/most efficient chain of commands,is pretty much a game inside the game...is like giving players more fun with less effort (because ES wouldn't have to build EVERY specific command just to see then people complaining for the lack of some other command)
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RedEclipse
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Post by RedEclipse »

Marcus Aseth wrote:
RedEclipse wrote:I allready told 50 times Egosoft to play FFXII for this point exactly.
Yeah that would be cool. Really cool.
Not only cool but also convenient for the players and for Egosoft, because people wouldn't have to "beg" Egosoft everytime they feel the need for a specific new command,they could just create it inside the game itself :P

Also if I imagine the time I would spend trying to figure out the way to get the most out of this system,trying to build the best/most efficient chain of commands,is pretty much a game inside the game...is like giving players more fun with less effort (because ES wouldn't have to build EVERY specific command just to see then people complaining for the lack of some other command)
PLUS it's a basic if ... then ... elsif ... then ... elseif........ tree, very convenient for their scripting engine.

if player 5km away then follow him else if ally get attacked then defend ally else if HP < 100% then repair allies.

That would make a ship follow the player, assist him in a combat and repair after it.

A ship, or a fleet.
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Marcus Aseth
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Post by Marcus Aseth »

To be honest,if that system where to be implemented and if a modder where to create a serious "end game" threat for the player,and also with the performance improvement from patch 2.5,I think I would end up considering X:Rebirth superior to X:3 :D
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RedEclipse
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Post by RedEclipse »

To be honest, you can stop at "if a moder".
To be perfectly honest, XR's scripts is one of the less user friendly script engine I've ever seen.

Skyrim +/- C++ + # of players = almost 36 000 mods on the Nexus
X:R, well. 183 mods. 0.5%....................
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Marcus Aseth
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Post by Marcus Aseth »

it means only Egosoft would be able to do it?
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Post by mohammadm55 »

RedEclipse wrote:To be honest, you can stop at "if a moder".
To be perfectly honest, XR's scripts is one of the less user friendly script engine I've ever seen.

Skyrim +/- C++ + # of players = almost 36 000 mods on the Nexus
X:R, well. 183 mods. 0.5%....................
the reason they wont release the engine is because there scared of modders doing a better job then them. look at skyrim, also skyrim creators are not scared and understand that modding is what makes there games great.

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