XR vs X4

General discussions about X Rebirth.

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Nikola515
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XR vs X4

Post by Nikola515 »

With a new rumor about possibility of new game I just want to see what everyone thinks abut it. Also I want to see what people think about it and what would they want different form XR and what they want to keep. This is some of ideas that I would want to see in new title before I think about buying it :D


1) Add more player ships and get rid of this player inventory crap....
Also player should be able to fly all ships up to M6 that are over 100 to 200m long just like in X3 and not those M4/M3 that are in XR .

2) All capitals ships should have UI similar to Homeworld where we can click and tell ships where to go all over the universe (good for exploring ;) ). They should use jumpdrive to jump to other systems and boost fuel to boost around sectors . We should have Cap. Bridge (it is too much work so they should reuse same bridge as long it is same race)... And we should be able to take control of turrets too.

3)I think they should reuse all stations and how they work but give it X3 style controls ;) I like concept of XR economy but I don't like stupid manager AI and how we cant control or tell it what to do.

4) Make universe larger so we have more sinks and universal traders that can jump form systems to system (lock on gate). Highways should be gone and sectors/zones can be detected by long range scanner similar to ED.

5) Boosting should not use shield but fuel that we need to buy (cheap and last long time). It takes tame to charge so people wouldn't take advantage of it to run away from battle. If you think that is not fair that is too bad :D Don't start fight you cant finish just like in X3 fight or die trying :fg:

6) Random event's that happen in universe like meteor shower or sun flare that damage systems/planets.

7) Exploration similar to ED where we can detect signals with long range radars and see what happens.

8.) Bring back bulletin board ;)

9) Ship Crew system similar to SC where they actually do something and not just stand there ;)

This is jut some of my ideas for X4. I want to see other opinions or what everyone thinks if they should keep working on XR or start X4 ????

Sorry for my bad English :oops:
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
vadiolive
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Post by vadiolive »

1- Procedural Universe
2 - Minor/Major faction
3 - Dynamic sink - like meteor shower / blackhole / terrorism / war ;)
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ezra-r
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Post by ezra-r »

I don't like any of your ideas, no really, I don't like any one bit, well, maybe the one about the crew a bit. :twisted:

Having said this:

* I hope they focus on sandbox, sandbox sandbox, unlimited goals, missions and such. Take your ideas from diablo 3, Skyrim or whatever fits this most, but do it.

* Exploration, heck this is the most important in a "space" game. And this should involve real exploration like, being able to wonder and discover, hidden bases, hidden plots and missions for hidden goodies you wont find anywhere, random encounters, etc. (I have talked about this so many times, so I won't expand more...

* Make a more playable/less rigid economy, and teach AI how to trade in system where there are trading opportunities (devries sucks).

* Stations can be destroyed and they are built by AI.

* Expand on the inventory items and missinons to get special items for your ship/s, allow player to know which items can be sold because they are not ingredients for anything

* If they do plan to add more ships again due to overwhelming whining (waaaaa waaa X4 this, X4 that, once they get what they want they will complain they want what they had back :evil: ). I just hope they keep the list tight and the stats very controlled, it can become a mess as it was with X3 latest iterations (Teladi Kestrel M5, 500+ and rear turret? screwing all teladi scheme of ships just because some xtended dev wanted to have a fast super cheap/cheat m5 in the game).

* About boosting, player ship boosts, no highways, it just has a delay, just like the other AI ships in Rebirth, and in the case of player it won't activate if enemies are nearby.
Silla
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Post by Silla »

What I would like to see...

1) An UI that can use like 100% of my screen and is intuitive and functional ... screw "immersion" with screen in screen what is useless when presenting alot of information
2) An actual evolving universe. What can be formed and is reformed by the player as well as a counter AI part. I'm fed up with the static universe we had since X-beyond and still do in XR.
3) I hope for them to get away from the old thinking and game mechanics we had for ages. Start thinking arround the corner... beginning with why you even need a given setup of stations for a working econnomy so that a player can play. The game itself should be able to bring itself into stable bounds. And when pushed into instability there should be a way back. Only than you would be able to achieve point 2 on my list.
4) Get at least few decent story(lines) going that will take a while to complete and are captivating ..especially if you can't do point 2 and 3 going.
5) Introduce Tutorial NPCs with a tutorial system as the backbone in game that teach you the loops until you get it....then we won't need a tutorial in storymode that is put out of context.
6) ...let's scrap the highways. They are not bad, but for an exploration game it is like playing on a railway and simply takes away the vastness of the "empty" space to explore. Basically it needs another way of quick travel. A mixture of jumdrive and booster would be dandy.
7) Do an alpha this time and setup a proper bugtracking system .... be more open about what you are doing when you have something to present. It is not about us telling you what to do ..it is about getting feedback and than to decide if the path you are going seems to be a fruitful one or not .
j-h
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Post by j-h »

I trust Egosoft that they know how the upcoming X games should be. Still, I have some things in mind I personally would like to see in upcoming titles:

* Complex economy and simulation
- "living" universe, every space ship would have a purpose and tasks to do
- permanent NPC players
- NPC players should play with the same "rules" as a player
* "RPG elements" and more emphasis to lore
- wider skill trees to managers etc.
- factions would have different behaviors
* Game designed for PC, K/M and joystick
* OpenGL/Vulkan game-engine
- Linux/Windows/OSX support. One rendering engine could save a lot of work in the long run.
Last edited by j-h on Sat, 16. May 15, 16:15, edited 3 times in total.
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Earth Ultimatum IV.
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Re: XR vs X4

Post by Earth Ultimatum IV. »

1) Add more player ships and get rid of this player inventory crap....
Also player should be able to fly all ships up to M6 that are over 100 to 200m long just like in X3 and not those M4/M3 that are in XR .
Why remove it - just leave inventory trading there.
Increase price of goods, but make them more scarce (so it's less spammy, more flying).

I like that you said "up to M6".
I agree with that - piloting capital ships is BS.



2) All capitals ships should have UI similar to Homeworld where we can click and tell ships where to go all over the universe (good for exploring Wink ). They should use jumpdrive to jump to other systems and boost fuel to boost around sectors . We should have Cap. Bridge (it is too much work so they should reuse same bridge as long it is same race)... And we should be able to take control of turrets too.
Ever played Castlestrike? It's a cheap-RTS, but has some great mechanics.
If you have units highlighted, and you click the right mouse button on map, they will walk there.
If you double-click the right-mouse button, they will sprint.
This may apply to Egosoft's next game, one-click means normal flight, double-click means boosting.
But, ships should stop the boosters/not engage them if there's an obstacle in way, one that's too close.

3)I think they should reuse all stations and how they work but give it X3 style controls Wink I like concept of XR economy but I don't like stupid manager AI and how we cant control or tell it what to do.
Why not just leave the manager be there, and add more commands/restrictions to him?

Highways should be gone and sectors/zones can be detected by long range scanner similar to ED.
+1


6) Random event's that happen in universe like meteor shower or sun flare that damage systems/planets.
Not a very good idea IMO.

7) Exploration similar to ED where we can detect signals with long range radars and see what happens.
Generally, I think that Egosoft should take a close look at ED, and re-use their travelling system. It's much better.

Ware sinks - I think that they should add Atmospheric lifters to the game - those would, eventually, buy goods and transport them to planets.
Or planetary trading centers, which would buy unlimited amount of wares and would slowly transport them to the planet surface.
Planets are the biggest consumers/producers of wares, almost unlimited sinks, and I think that it would be very realistic if they applied them to the game.

8.) Bring back bulletin board
I would also like to see some long-termed jobs. Employement, contracts or something.



* If they do plan to add more ships again due to overwhelming whining (waaaaa waaa X4 this, X4 that, once they get what they want they will complain they want what they had back Evil or Very Mad ). I just hope they keep the list tight and the stats very controlled, it can become a mess as it was with X3 latest iterations (Teladi Kestrel M5, 500+ and rear turret? screwing all teladi scheme of ships just because some xtended dev wanted to have a fast super cheap/cheat m5 in the game).
+1, no need to have more ships than X2 had.







I would like to see the game running on high FPS at weaker rigs.
No matter how good X4 is going to be - I just won't buy it unless it runs fine on my laptop (or I will buy it in a few years - once I get full access to my desktop, I'll probably buy a beast PC at that time aswell).
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Post by Sam L.R. Griffiths »

I believe they should NOT change the travel mechanisms to be like "Elite Dangerous" nor do I agree with the Procedural Universe idea either.

Arguably, the current systems of travel for capitals are akin to the nominal travel systems of ED.

Just like I do not think ED should add station building, I also do not think ED should be used as a template for changes to X-Rebirth (even for the next titles).

ED is first and foremost an MMO (despite the Solo and Private Group modes) and while it has it's charms so does the X-series (both X-Trilogy and the new X-Series).

I would go with the idea of adding jump and super-cruise capability to smaller vessels perhaps but only to the degree it has already been done for capitals.
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Cataclysm Effect
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Post by Cataclysm Effect »

I want them to keep fixing rebirth
Forget X4
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hover
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Re: XR vs X4

Post by hover »

Nikola515 wrote:With a new rumor about possibility of new game I just want to see what everyone thinks abut it. Also I want to see what people think about it and what would they want different form XR and what they want to keep. This is some of ideas that I would want to see in new title before I think about buying it :D


1) Add more player ships and get rid of this player inventory crap....
Also player should be able to fly all ships up to M6 that are over 100 to 200m long just like in X3 and not those M4/M3 that are in XR .

2) All capitals ships should have UI similar to Homeworld where we can click and tell ships where to go all over the universe (good for exploring ;) ). They should use jumpdrive to jump to other systems and boost fuel to boost around sectors . We should have Cap. Bridge (it is too much work so they should reuse same bridge as long it is same race)... And we should be able to take control of turrets too.

<zip>

Sorry for my bad English :oops:
1) I don't know, a player inventory can be made useful in certain ways.

2) Could you elaborate please? I'm not quite sure I'm imagining that correctly.

Otherwise I don't really disagree with anything else.

Also... That's pretty good English in my book.
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Nikola515
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Re: XR vs X4

Post by Nikola515 »

hover wrote:
1) I don't know, a player inventory can be made useful in certain ways.

2) Could you elaborate please? I'm not quite sure I'm imagining that correctly.

Otherwise I don't really disagree with anything else.

Also... That's pretty good English in my book.

Thanks :D

I don't mind actually player inventory but I do mind ship not having ability to buy or sell E- Cells just like in other X-Games... Also majority of those items are useless and they are only good for making money at beginning but after you start building stations they become useless. There should be more use for them if we wore about to use them. Crafting should be expended more or some missions where damaged ship/stations needs spacesuits to get their crew out.... etc. For now there is not many uses for them and late in game they are just waste of time collecting...

As for ships I was thinking some UI where we open map that looks like huge hologram of galaxy/sector/zone that we can switch. If we select ship/fleet we can tell it specific location where to go. Similar to X3 station building menu where we can point exact location where to build station. Also this would be fun for exploring too because we can send ships anywhere we want. In XR we can only tell our ships to go to locations that we have on maps and that we already have visited. We cant tell ships to go somewhere specific to explore or go to that empty area and hide (useful for pirates). I was once flying in TO sector trough nebula in my cap. ship with bridge mod and it was epic. Now if we had reason to explore that sector or look for some anomaly it would be even better :D
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
Snafu_X3
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Re: XR vs X4

Post by Snafu_X3 »

Nikola515 wrote:Also this would be fun for exploring too because we can send ships anywhere we want. In XR we can only tell our ships to go to locations that we have on maps and that we already have visited. We cant tell ships to go somewhere specific to explore or go to that empty area and hide (useful for pirates).
Hmm.. a potentionially useful use for the nav beacon.. once it's able to be targetted? (provided it doesn't get flung halfway across a large (unknown) sector, ofc..)
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.

I know how to spell teladiuminumiumium, I just don't know when to stop!

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Patholos
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Post by Patholos »

Fearing to sound like a broken record, I'll post my view.:

X4 must be like X3AP only with more options for automated control which the player has access to tweak, more endgame etc.

Why?

It's fair and simple really.

Egosoft makes X4 the way the majority want (X3AP with XR graphics)= $$$$$
vs
Egosoft makes X4 in their way = $

I'm not obliged to buy a product that I know I won't be satisfied with, and I reckon the vast majority that bought XR and don't play it feels the same.

In the end, it's Egosoft's choice. To be profitable or not be profitable.
Sure glad I didn't purchase a new computer this release.
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Nikola515
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Re: XR vs X4

Post by Nikola515 »

Snafu_X3 wrote:
Nikola515 wrote:Also this would be fun for exploring too because we can send ships anywhere we want. In XR we can only tell our ships to go to locations that we have on maps and that we already have visited. We cant tell ships to go somewhere specific to explore or go to that empty area and hide (useful for pirates).
Hmm.. a potentionially useful use for the nav beacon.. once it's able to be targetted? (provided it doesn't get flung halfway across a large (unknown) sector, ofc..)
With this new mechanic we wouldn't even need highways. Not sure if you played SPG2 but it traveling method would be similar. I love exploring in that game :D
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
BrownShortz
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Post by BrownShortz »

I've been away from this game for quite awhile, but prior to giving up I had put in about 7 or 8 hundred hours of play into it. I gave it a pretty good go, but in the end it just became too frustrating to continue.

The problem with XR I've concluded is that it doesn't do any one thing particularly well (and lets be honest...it does many things really badly). Its not a good economy simulator because the economy regularly seems to grind to a halt no matter what you do.

Its not a good empire building game because your command and control over things is so clunky and also the very thing they put into the game to help you (yes managers...I'm looking at you!) are basically brain dead.

And as for combat....well the less said about that the better. Probably the worst combat experience I've ever had in a space sim.

Now take a game like Elite Dangerous. Not a perfect game by any stretch of the imagination. Has limited things to do atm to keep you interested (although that is going to change very soon) but at least it does 1 or 2 things very well. The combat for instance is so far ahead of XR its not even in the same ball park.

Now I ask you....why would I bang my head against a brick wall in a game like XR that frustrates me at every turn no matter what my style of play I choose? Ego really dropped the ball on this one and all we can hope for is that have learnt from their mistakes and actually produce a game that people want to play next.
Rei Ayanami
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Post by Rei Ayanami »

BrownShortz wrote: Its not a good economy simulator because the economy regularly seems to grind to a halt no matter what you do.
Not sure whats wrong with your game. In my game the economy thrives and shipyards are able to produce tons of ships. Did you try using the YorrickAIGalaxyTrade mod? They'll help out alot in keeping the economy going.
Now take a game like Elite Dangerous. Not a perfect game by any stretch of the imagination. Has limited things to do atm to keep you interested (although that is going to change very soon)
Feaures not implemented yet but soon can't really be taken as an argument. "Soon" can mean anything in the gaming industry :wink:
What good are promises that happen "soon" if the game is limited in the ways it keeps you interested now?
Now I ask you....why would I bang my head against a brick wall in a game like XR that frustrates me at every turn no matter what my style of play I choose?
Well, you said you played the game for 700~800 hours so apparently you actually found the game quite enjoyable to boot it up so often or you have a strange habit of playing a game for 700+ hours although you don't really like it. :roll:
BrownShortz
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Post by BrownShortz »

Rei Ayanami wrote:
BrownShortz wrote: Its not a good economy simulator because the economy regularly seems to grind to a halt no matter what you do.
Not sure whats wrong with your game. In my game the economy thrives and shipyards are able to produce tons of ships. Did you try using the YorrickAIGalaxyTrade mod? They'll help out alot in keeping the economy going.
Now take a game like Elite Dangerous. Not a perfect game by any stretch of the imagination. Has limited things to do atm to keep you interested (although that is going to change very soon)
Feaures not implemented yet but soon can't really be taken as an argument. "Soon" can mean anything in the gaming industry :wink:
What good are promises that happen "soon" if the game is limited in the ways it keeps you interested now?
Now I ask you....why would I bang my head against a brick wall in a game like XR that frustrates me at every turn no matter what my style of play I choose?
Well, you said you played the game for 700~800 hours so apparently you actually found the game quite enjoyable to boot it up so often or you have a strange habit of playing a game for 700+ hours although you don't really like it. :roll:
Why did I play it so long? Well there's a good reason for that. There was nothing around in the space sim genre at the time to compete. XR was it....so it was either go back to x3 or persist with XR in the hope that they would actually make it enjoyable eventually. Now I have a choice....and I chose to play ED because its actually fun.

As I said....I've been away for quite a while so maybe the economy side of things has improved but it was just hopeless last time I played. I know that there are many mods out there that improve the experience (in fact it was only existence of these mods that kept me playing so long), but why should I have to install 20 or 30 of them to make the game enjoyable?

ED isn't feature complete yet but at least they are adding things in slowly. The last Wings update was a huge step forward....great fun bounty hunting with your friends in a wing. And another huge patch is due out this month.

Ego has had 2 years to work on this game and they still can't even get the managers to work properly. What exactly have they added in the last 18 months that can truly be considered am addition to the gaming experience and not a fix to what should have been working from the outset.

You can defend this game all you like, but the truth is that very few people still play it as can be evidenced by the small number of people that visit this forum anymore.
Eriodas
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Post by Eriodas »

Hello to all the people in the forums, old and new.

The things i would want to see in the next version, title, DLC, whatever you call it are as follows:

The basic:
1) I want a game that works


The extras:
1) Give back the dialogs of Betty, i want betty, betty is a trademark of X games. Push Yisha out of the Airlock. And make me another random guy which i can rename and be silent lol.

2) Give me more interesting flyable ships from scouts to corvettes (capitals in X-rebith are decent), not just anything to fill a place (don't even know the names of X-rebirth fighters and i don't want to, they are garbage. I can still remember the names of the ships on the X-trilogy and their form, even still want to fly them).

3) Give us the chance to pilot trading and mining ships of all sizes, and personally make trade runs.

4) Bring back the X-trilogy races (Paranid, Boron, Splits and real Terrans)

5) Bring back some a bit modified Ship designs from X-Trilogy. There hasn't been that long and it seems the technology wasn't improved (at all) to get rid of those very expensive ships on a situation were resources were scarse because of the gate shut down.. REPLACING ABSOLUTELLY ALL THE SHIPS DESIGNS HAVE NO SENSE in that scenario (Where the Titans go? and the Heavy Centaurs?.. why there isnt even corvettes in the game? or escort frigates?). At least we can have an explanation of why the designs where changed so dramatically (Civil war?, scrapped for resources?, defense against Xenon?).

6) Bring back some ship cathegories. Maybe they were too much on X3, but it makes sense that we have capital ship escorts for our biggest ships, and some more specialized ones (anti-fighter frigates, repair/supply ship, Boarding frigates with LOTS of marines... it is VERY unrealistic and anticlimactic seeing 50 boarding pods getting out of the Skunk). Fighting in X-rebirth is about who has more glorified drone carriers now, which is BORING.

7) Bring back the turrets. And just in case, automatic ones that can also been used manually. This apply to flyable ships of some size course, for example the Skunk Should have at least one turret (so Yisha or another of the zombie crew can be usefull in a fight).

8- Give me more lore of the story of the universe system by system even planet by planet. You can make some missions or "sidequests" that will in some way change that system, like a "System plot" that will lead you to discover the history of that system and activelly play your part to improve it or destroy it (similar of what you did with Devries, but more story-like).. and that means possibly getting off the ship to get some information from a library or museum or idk.. you get the idea (If you just want to shoot stuff like the call of duty you play on the X-box, you can ignore the quest).

9) Based on last number, you can add the "lore" quest mark on stations or ships.. maybe there is one misterious lore mark in a ship debry of unknown design far outside the zones... (now i want to do it lol)

10) Bring back the Docking Music and Station announcements (VERY IMMERSIVE X-GAMES STUFF). please, you have to recognize the (sometimes) simple things that identifies your games or franchises. If anyone that played X2-3 hear the docking music in another previouslly unknown space game while they are docking, they will automatically remember it and say "This is from X?? game" and same with Betty, they are some things that just have to be there to give that feeling (X-rebirth don't have enough of that... just WHY YISHA??). Also the time system they implemented (yazura, misuras, etc... please don't forget that).

11) I want a lot more systems. When you can go to all the systems in 2 hours, you know the universe is very small (or at least our options)


And a lot of other things that i will not share right now beacuse i'm sleepy.
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Post by XenonSurf »

The thing with 'Procedural Universe' and 'items/situations to discover while exploring' has some heavy bones attached to it...

Procedural Universe isn't as good and random at all. Mission scripts and objects have to behave in the same logical way in such a generated universe. Not easy to code and surely won't make any big difference. Also if it was that simple to make really working, a lot of queued Kickstater games would have been released since and not postponned at infinity...
A good working version of a real procedural universe would have to be played in a Cloud exclusively because of its 'astronomic' content in GB...Not sure that I'll ever be interested in such a game mode: I lose any control, especially modding.

Discovering things by exploring has a simple backdrop: once done, it gets old period.
Unless you distribute randomly these items/challenges/situations/events each time you start a new game, difficult because it may interfer with plots, missions etc.

Of course I have my own ideas about making XR more interesting, but they all fail because their content is too expensive to produce, all being a 'game in the game'.
Things like FPS battles in stations and FPS boardings à la Parkan II, more things to do in stations, and why not, some excursion to a planet surface with damn-hell difficult atmosphere piloting to get there (like in the movie Alien II), a real change (and not just a set one) in the faction power and relations during free play, my list just doesn't end...sinks, sinks...instead of dead ends.
All this would need some extensive 'real content' added to the game. It soon gets very expensive for Ego, and so, reallistically...no. What remains are little steps and simple features to be added :(
Except for Freelancer, the first one done extensively, space games will likely remain what they are (but I hope not): a small niche in the gaming industry designed for low-budget price. Doing more has no point for developers, except maybe for Open-Source or modding projects that may evolve to something really 'blasting', like the flight sim Falcon 4 that has been modded to an incredible extend and went far past the original title.

So to counter all this pessimistic scenario, I would say: Give X4 a really strong and durable Grafics Engine, so that making good payable add-ons (+ for devs) and modding (+ for players) has real *content* future for the title 8)

XenonS
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Post by Night Nord »

For me (and I know that lots of people here will disagree, that's just my opinion) X:R has two exactly same problems as ALL previous EgoSoft games: it's slow and it's boring.

1. Slow or "slow": I mean slow travel. It takes ages to travel from point A to point B. I'd say that X:R greatly improved on that point - you travel to the other side of the galaxy much faster than in X3 (mostly because "the galaxy" is now much smaller), even "on foot". And you usually occupied by issuing same "buy water", "sell water" orders for your dumb traders. But I can hardly call that an exiting occupation. But that will be covered in point 2.

But biggest problem of X:R's travel - ugly highways. They are nice and fancy on outside (especially OL - great view!), still extremely hideous on inside. I want to admire nice landscapes. Still, that's something situational - greatest highways' problem is that they are non-interactive. They are an example of what people usually say about "non-speed-limited" travel mechanics: "what if you got an encounter and you want to stop?". With highways there are no encounters. Highways couldn't be interrupted like trade-lanes in Freelancer - no thrill of a possible pirate attack when transporting some precious cargo.

Highways. Are. Boring. And still slow.

I'd suggest non-speed-limited travel mechanics with instant accelerators/decellerators magic. Normally you'll travel like in ED or numerous other games - by slowly accelerating and slowly decelerating for ages. Encounter? Bad luck, it's out of reach faster than you've mentioned it. But (lore reasons) there is a (lore name) magic device developed for (lore reasons, probably piracy) that allows to convert all the kinetic energy within a volume into heat/light/electricity and vica-versa - electricity into kinetic energy, efficiently instantly accelerating/decelerating you to a given speed without killing your crew. Big ships may use this device as a booster - charge, shot, fly. Shot - stop. Pirates may use missiles with such a device to intercept traders with a nice bonus of civilian craft systems overload due to resulting EMI blast. Small ships may use such a device to perform emergency stop or slight blink-shift maneuvers to navigate high-speed in dangerous environments (emergency stop comes at cost of systems overload).

For small ships fast travels there might be accelerator/decelerator gate pairs with one gate spending energy on charging your and other gate consuming energy from stopping you - in average gates are autonomous. That's similar to highways, but with bonuses:
a. There is no "space tubes"
b. Your ship might be computer controlled by government regulation during high-speed flight (for safety)... unless you got an illegal modification allowing you to break control and wander off the path and explore more hidden areas of space - there is no "life only around highways, because otherwise noone will fly there". You may place a pirate station far away from any gate and still a willing player/NPC will be able to go there fast (just be sure to have a sufficient anti-EMI protected as you don't want to drop off disabled near the pirate station due to emergency stop - unless pirates have a decelerator gate powering their own station).

You may even push a hyperspace in here: due to (lore reasons - say engine construction using magicktons for movement) you ship can't travel faster than n meters per second (same for these type of engines, not a ship) until you hit a "hyperspace barrier" (like a sonic barrier). If you'll give a bit more power to your engines you may break-through and fall into hyperspace which is essentially the other space dimension with slightly different laws of physics. You'd better be prepared - your shields shall hold any hostile EM environment of hyperspace long enough for your travel and your engines shall reconfigure to fly within hyperspace (though faster and accelerating faster). By decelerating your drop off the hyperspace. Hyperjumper is a magical accelerator device powerful enough to propel you stright into the hyperspace. Small ships may hardly use it due to high energy requirements and high-energy EMI blast required to stop (big ship may handle that or even consume most of the energy spent on accelerating back).

But small ships may use series of gates propelling them into deeper and deeper layers of hyperspace and back. Again - you may wonder off the path if you wish, but that's extremely dangerous.

I think such a scheme has dozens of opportunities for greater systems layout and pirate/police activity, while still giving you at least the same benefits of fast travels as highways. And it doesn't feature space-tubes.

2.Boring. Aside of boring activities during travel coming from excessive repetition of same tasks (routine) not actually requiring much thought or consideration, there are more: slow fight, "slow" action. There is not enough drive in the game, it's just too melancholic most of the time.

And that doesn't mean there should be more explosions and shooting and staff. No, it's just if there is exploration there is no thrill or mystery in it. There is nothing that keeps me trying to look behind the monitor to see what's next.

If that's trading or empire building - there is no competition... No rivals trying to sabotage my supply lines, tipping off pirates.

If I'm building an army - no one wonders why.

X:R is a sandbox, like literally. You can build a sandcastle, you can crash it, but it will never ever fight back. And I want a sandbox with backstabbing castles. with self-building castles organizing again biological oppressor, trailing you, spying on you and waiting for an opportunity to strike. Even if I was just walking by. That would be fun.

Universe should be pro-active, not passive.
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ezra-r
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Post by ezra-r »

Night Nord wrote:...
Universe should be pro-active, not passive.
Most of your ideas are in line with mine, so I agree with practially everything you said, but.. I'd like say this last phrase of yours hits the jackpot, the nail, the target, bullseye, like nothing else I've read in a long time, it has reached me deeply.

Heck! I'm glad you said it, I think I will even add it to my sig.

Egosoft universe is passive, like a guy giving you a fish hand, it lacks any kind of personality and aside from empire building, despite being in space which should be filled with possibilities, but instead it goes old rather quickly.

The graphical aspect, the sci-fi winks in Rebirth, all are great/awesome, as if the devs control the tech and the sci-fi like masters, and I have really enjoyed Rebirth like no other game in those aspects...

...But it is the universe BEHAVIOUR (in a lack of a better way to express the attitude of the universe) that is severely lacking and dissapointing, passive, soulless and void.

So my friend, I hope Egosoft reads your suggestions and specially this quote you said that summarize it all in a single sentence, so please allow me to repeat it myself as a mantra.

Egosoft!

YOUR UNIVERSE SHOULD BE PRO-ACTIVE, NOT PASSIVE!


Cheers for you friend.

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