what i want in X-rebirth

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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[FFCW]Urizen
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Post by [FFCW]Urizen » Sat, 30. Apr 11, 19:49

Earth ultimatum IV. wrote:
hawat wrote:With the old x game we had npc trader experience, it would be nice to have a similar thing but for fighter, I think there was already a parameter in the game that affected fighter skill but something more advanced would be nice.

Npc fighter experiences + upgrades would be nice for the ship we hire or just npc hanging around.

I would love to have some very good ai pilots around to have a feel of competition, that would improve over time if they don't die and upgrade to new ships, skill and armament.
And it would be nice if when we start the game, meet an ai pilot named bob in space alone in a starter ship then after a month of play we find him in an m2 with an escort of hired ai fighers.
The world would feel more alive if ai fighter and traders ships evolve that way I think.
...
First off, yes, there is a param, but from what i´ve experienced it has almost no really noticeable effect on ai pilots, unlike morale for example, where ai pilots don´t bail at higher levels.

But the idea in general is very good, i´d like to hire really good pilots for my ships, and when they advance in rank to give´em a cap sized ships, which they put to good use, unlike it´s now, where they simply head straight on against any foe, without considering manoevering to evade incoming fire, selfpreservation seems not be desirable perk in the xverse :lol:
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Rickjames125
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Post by Rickjames125 » Sat, 30. Apr 11, 20:12

Or even simply make all factories have a "Puzzle piece" like platform where the sides just fit together. I dont think the player should have to buy a complex hub.
Last edited by Rickjames125 on Sun, 1. May 11, 01:39, edited 1 time in total.

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[FFCW]Urizen
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Post by [FFCW]Urizen » Sat, 30. Apr 11, 20:36

actually, i think empiro meant, that you buy a station, which is modular in it´s production capabilities. to clearify:

You buy a station named something like "Modular Station" (yep i´m very imaginative ^^), place it somewhere you like. so now this station can have up to 3 modules, so you purchase these modules separetely, add´em into the station and it produces the goods provided by the modules. this could make production of goods even flexible, if the modules are replaceable. Bigger stations could have even more modules, allowing u to create a selfsustaining loop to some degree.

okay, now i´ve thrown in my 2cents :lol:
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Deeparth
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Post by Deeparth » Sat, 30. Apr 11, 21:38

Fastet dogfights. If any of you have played Starlancer you would remember how close to real the senarios were. Lots of bolts flying here and there and you moving fast. Yep loadsa fun.

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StarSword
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Post by StarSword » Sun, 1. May 11, 01:10

Sahvion wrote:
Earth ultimatum IV wrote:WRONG: in X3Terran conflict normal time format is used. seconds, minutes hours and years.
Then I stand correct; for X3-TC anyway. I guess I never noticed because I got to used to the german terms and such and just kept hearing that instead :P
Actually, X3TC uses the sezura-mizura-stazura system in voice-overs (probably an artifact of having reused dialog from previous games), though not in mission dialogs (which use English units). This is even more confusing than a different time system.

It's like what happened here in the USA after the attempt in the '70s to convert to metric units. As a result of a failed attempt to do so, we measure gasoline in gallons, engine displacement in liters (or milliliters in the case of motorcycle engines), engine power in horsepower, but alternator power in watts, just to name one example.

I also agree with [FFCW]Urizen: no need for complexes if you can just add production lines to a factory. That's what they do in reality. It'd be like Complex Cleaner in a sense: combine a zillion framerate-assassin factories into one big station.

And weapons need to have a higher max inventory level in all stations. Somebody forgot to add a decimal place or something for the Terran weapons especially. I mean, come on -- a maximum of two EMPCs in station stock? Gimme a freakin' break!

And the damn stupid autopillock needs a serious rewrite, but we knew that already. The thing should've been fixed in the first X3R patch, but it's still around as of X3TC 3.1.
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Rickjames125
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Post by Rickjames125 » Sun, 1. May 11, 01:39

[FFCW]Urizen wrote:actually, i think empiro meant, that you buy a station, which is modular in it´s production capabilities. to clearify:

You buy a station named something like "Modular Station" (yep i´m very imaginative ^^), place it somewhere you like. so now this station can have up to 3 modules, so you purchase these modules separetely, add´em into the station and it produces the goods provided by the modules. this could make production of goods even flexible, if the modules are replaceable. Bigger stations could have even more modules, allowing u to create a selfsustaining loop to some degree.

okay, now i´ve thrown in my 2cents :lol:
Ahhh. Either way itd be nice to get a more simple complex system and simply a better UI and HUD

thecursed01
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Post by thecursed01 » Sun, 1. May 11, 07:55

I want little magic fairies that teleport TL transporter away from Shipyards when the take off.
Started a new game last week, bought first station..."ALbatros got destroyed by...shipyard"
how old is this problem now? X reunion? older? I'll preorder rebirth as soon as there are some fixes that aren'T supposed to be "yeah, let the customers find a way how to work around"
would it be so hard to make those ships pop up 5 klicks away from a station?

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LV
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Post by LV » Sun, 1. May 11, 10:05

As new additions to the game i'd like modular ships and stations, dunno if it's possible with ships but i'd certainly like hubs to make the added station vanish on connection to reduce game lag

While i'm on a wishlist.

removal of seta for some form of hyperdrive instead (seta only left in for debuggin purposes), removal of strafe completely to stop player advantage

no capping or bailing allowed within 20 mins of a reload (the code is already in the game for this ladies, it just needs linking in to the vanilla)

proper autosave including the ability to name save game files

comets and meteors that move (and destroy what are in their paths)

no fixed debris or superoids (random placement)

claimable ships randomised

================

I'd also like some way of legitimately overtuning parts of your ship, e.g more speed = less lasers and/or laser energy, more cargo slower speed

No ships in the game that the player can't have, every ship should be cappable in some way

hens/sens back

lasertowers and mines to kick the shite out of their enemies instead of the pathetic waste of cash they are now

missiles lowered in cash value so they are used for their primary purpose not for selling where you won't use an 80k missile because of the cost (they should of course be low production though)

The ability to build your own ships

Beefed up AI UT traders to remove many uneeded ships and put a proper competitor in the game

More aggressive AI station building (to compete in profitable sectors)

that will do for now

oh wait, last one, cloaking device
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EternalSpace
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Post by EternalSpace » Sun, 1. May 11, 10:52

Actually changing over the time scale system would make sense to me because now that the Terran's (Us humans) have integrated back into the space societies I'd expect all the races to possibly also use our time scale. Or at least have conversion tables built into the game.

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mr.WHO
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Post by mr.WHO » Sun, 1. May 11, 11:10

Speaking of mines (those that goes boom, not those on asteroids), I hope that they finnaly will have a IFF recognition software so the detonate only near hostiles and let go the neutral and friendly.

layton99
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Post by layton99 » Sun, 1. May 11, 11:20

would love to see

sectors ownership changes when myself take it over or other race do.

Race wars.

New Ships of course

Multi-player Death Arena type games with rewards like special ships etc credits to play game with or upgrade my online ship.

More sectors of course

New weapons of course

IMPROVED AI

More graphics and sound settings for lower spec PCs.

Multi core support

New produts.

Be able actually to play a fighter pilot for a race.

Crew hiring etc for my ships. Accept if you are military where the crew is provided for you.

More varied missions on the boards.

Love everything else about the game

More voices and better randomization of voices.

Music like in the orgianl X games feelings as you come into sectors or battles
Layton

For the SPLIT!

Shock223
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Post by Shock223 » Sun, 1. May 11, 11:28

actually being able to conquer sectors.

seeing more active conflict between races.

having SETA work but optimized so everything doesn't shut down when i hit j at times.

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mr.WHO
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Post by mr.WHO » Sun, 1. May 11, 12:06

More sectors of course
I can't understand why would people need more sectors than in TC? Instead of more sectors, I would like they focus on making them more alive (race wars, race missions for military, more pirate raids etc.).

I do think that the game need some bigger number of remote, empty but rich dangerous unkown sectors (with random Xenon/pirate/WTF spawns).

builder680
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Post by builder680 » Sun, 1. May 11, 14:25

Since thread has been apparently christened as the new "What I want in Rebirth" thread... One thing I haven't seen mentioned is that ships in X3 seem to travel and turn along "rails" for lack of a better term. I'm not sure how else to describe it, but their movement just seems a bit too precise. I'm hoping this impression doesn't carry over in Rebirth. Sorry if I didn't explain it well, hopefully people know what I mean.

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TrixX
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Post by TrixX » Sun, 1. May 11, 15:56

mr.WHO wrote:
More sectors of course
I can't understand why would people need more sectors than in TC? Instead of more sectors, I would like they focus on making them more alive (race wars, race missions for military, more pirate raids etc.).

I do think that the game need some bigger number of remote, empty but rich dangerous unkown sectors (with random Xenon/pirate/WTF spawns).
The TC universe is actually quite small. For instance Phase 2 of X-Timelines has a larger and much more dynamic universe. It's only about 60 sectors larger, but it makes a huge difference.
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StarSword
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Post by StarSword » Sun, 1. May 11, 16:07

You think the X3TC universe is big, then you haven't seen the universe I built for my EV Nova mod. It has around 1,200 systems.
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dienadel
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Post by dienadel » Sun, 1. May 11, 16:20

While we're at it, the GOD engine could create new sectors on the go, maybe depending on how much of the map the player already explored (when much of the galaxy is still unexplored, no new sectors are created. But for end game, the maps becomes unique with the new additions).

Kind of the parts of the map some plots make available, only random. Just some empty sectors that pop up here and there. Make some NPC explorer ships, as soon as they enter an unchartered sector, a TL of the same race (with excort!) is sent with a station to "acquire" the sector. Of course the player may compete in this (althought w/o a script that explores and warns the player about new gates it's gonna be very hard). Or maybe just watch out for those convoys with a TL and some excort heading to somewhere far from standard commercial routes, follow them, capture them all, and conquer the new sector with the ships you just capped! :twisted:

WindsOfBoreas
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Post by WindsOfBoreas » Mon, 2. May 11, 08:10

I would love to see an extended scripting and modding environment with things a lot less hard-coded. As well, scripting outside of the game would be quite nice.

When typing text in-game, it would be great if the key presses would be recognized faster when pressing the same key.

The ability to toggle Newtonian physics would be grand.

For a UI redesign, I like one of the earlier ideas of having a screen dedicated to the interface if you can do it; if not, having multiple windows open.

Some of the functional scripts should become native: mass ship/station renaming, targeting based on object type or friend-foe.

Of course, I would love to see continuous space without having gates be the main route of transportation. Gates would still be around, but having the ability to go into hyperspace (keeping to certain theoretical physics of being away from large gravitational bodies) on high-end and capital ships.
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THE_TrashMan
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Post by THE_TrashMan » Mon, 2. May 11, 10:59

^^

What he saied. A lot less hardconding. No redicolous limits.

Capships in X3 are limited to 6 turrets slots and the way camera and targeting works cripples ships desing. A really, REALLY bad move that could have been avoided by lifting the 6 turret limit, or making it possible to restrict turret fields of fire.



@StarSword - you made a mod for EV:Nova? Small world! I did one too. What's your mod?

CutterJohn1
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Post by CutterJohn1 » Mon, 2. May 11, 15:51

LV wrote:removal of strafe completely to stop player advantage
I think a better solution would be AI that can hit you if you are strafing, and uses strafe itself. Independence War 2 did this just fine 10 years ago. AI pilots should randomly strafe back and forth, up and down, to avoid fire. Especially capital fire.. I groan every time I see a fighter taken out by capital weapons because it just dives straight in.

Strafing is too much of a staple of the genre to take out imo.



A few new things I would like..

More turrets on bigger ships, with more of them not taking all big weapons. More like a ww2 battleship, with a nice mix of big, medium, and small gun turrets.

Some ships that are just built around a big gun, like Ion Cannon Frigates from Homeworld. I think the M8s would have been a more interesting(and probably more balanced) if they'd had a single PPC or IC on them, rather than missiles.

And make the guns sound dangerous. Less pew, more BOOM!

Space Bombs would be pretty cool too. No motor, no guidance, just a ton of bang.

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