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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THE_TrashMan
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Post by THE_TrashMan » Mon, 2. May 11, 16:10

If the AI starts to strafe, then there should be less enemies to compensate for the increased difficulty. And it WILL be harder to hit them.
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gregs4163
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Post by gregs4163 » Mon, 2. May 11, 18:31

Here's a few things I would like to see

1) Damage modeling on ships & stations (scars, burn marks holes etc...)

2) Wreckage floating around after a battle and the abilities to be able to harvest said wreckage for resources

3) Gravity wells or wormholes that add a danger to navigation

4) Bring back "Cargo Bay doors" I liked the idea of being vulnerable when there open

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mr.WHO
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Post by mr.WHO » Mon, 2. May 11, 18:38

Speaking of weapons, I hope that they will make them more intereting instead of just PPC spam for capitals and HEPT spam for fighters with thousands bullet blobs flying everywhere else but not into target.

Especially capship combat need serious overhaul. Capships should be like modern warships with 3 layers of weapons:
- long range main weapons - like missile/topedo salvos, heavy beams of large kinetic railguns
- medium range secondary weapons - for smaler, faster targets like M6, or for capships that were too close. dumfire torpedos, rockets and kinetic weapons, energy blobs
- close range PDS weapons - rapid fire guns for fighter and missile defence, anti fighter/missile interceptor missiles.


Basically all big capships would try to shoot each other from maximum range, while medium ships and M6 would perform escort and medium range attacks, while fighters/bombers would try to break through them for kill.

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StarSword
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Post by StarSword » Mon, 2. May 11, 19:12

THE_TrashMan wrote:^^

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?
Regarding turret slots on capital ships, you obviously haven't played around with the Osaka recently. It has eight slots per battery. That's 24 each PSPs and SSCs, enough to make anyone's day miserable.

My EVN mod, EV Nova: United Galactic Federation? It's still in development. There are links to the Ambrosia Software forum thread and to the gallery on DeviantArt.com in my signature.
Last edited by StarSword on Mon, 2. May 11, 19:22, edited 1 time in total.
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MegaJohnny
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Post by MegaJohnny » Mon, 2. May 11, 19:13

THE_TrashMan wrote:^^

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?
It seems in TC we have control over the game objects but little else. I hope the scripting in Rebirth will let us override how the Hud is drawn, where the camera is positioned and orientated each frame, the items that appear in a drop-down menu, etc.

Catra
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Post by Catra » Mon, 2. May 11, 19:24

StarSword wrote:
THE_TrashMan wrote:^^

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?
Regarding turret slots on capital ships, you obviously haven't played around with the Osaka recently. It has eight slots per battery.
What he's saying is that there's only 6 turret emplacements (up down left right front back)
Just saying it forward: I give everyone 2 posts to make good, in context posts(proper english, as always, is optional). After that I'm ignoring what you have to say in that thread that's directed to what we previously were talking about.

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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. » Mon, 2. May 11, 19:52

CutterJohn1 wrote:
LV wrote:
And make the guns sound dangerous. Less pew, more BOOM!

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StarSword
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Post by StarSword » Mon, 2. May 11, 19:59

Catra wrote:What he's saying is that there's only 6 turret emplacements (up down left right front back)
Oh, I see.
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THE_TrashMan
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Post by THE_TrashMan » Mon, 2. May 11, 20:15

StarSword wrote: Regarding turret slots on capital ships, you obviously haven't played around with the Osaka recently. It has eight slots per battery. That's 24 each PSPs and SSCs, enough to make anyone's day miserable.
I'm not talking about the number of guns, I'm talking about how they are implemented (handeled) by the game.
A ship can have a maximum of 6 turret slots (each having 12 turrets), but how those turrets fire is determined by the turret cam (one per slot). Meaning that unless your turrets are closely packed togehter and at the very edge of a ship, they will have serious trouble with their Field of Fire and range, and some will shoot trough the hull - thus making many turret setups almost impossible.

It is very limiting for a modeler/modder.
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builder680
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Post by builder680 » Mon, 2. May 11, 20:46

Lots of models do exactly this (shoot through their own hull). It's limiting only because it's ugly, not because it doesn't work or is impossible to do.

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THE_TrashMan
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Post by THE_TrashMan » Mon, 2. May 11, 20:49

It's limiting in more ways than just that.

Again, you only have 6 groups and how and where they shoot - and the range - is determined by a single point - the camera.

There's a document written about it somewhere.
http://forum.egosoft.com/viewtopic.php?t=260766
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asl
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Post by asl » Mon, 2. May 11, 23:24

Nice to see others want the same things as me, but just wanted to add some of my suggestions in here aswell.

(I know some of these might be available as mods or scripts in X3TC, but some of us just don't have the time and energy to try out different mods/scripts and see what works well... and as some already said, lots of these scripts should be native game features.)

These are, of course, just assumptions that they aren't implemented yet or that they are even possible in the X rebirth game. :)

-option to use "click and drag" map movement for both universe and sector maps.
for example, rightclicking and holding the mousebutton you could drag and move around in the universe map.

-more zoom out levels for universe map

-others already mentioned the so called "rts movement" for ship management! this is a major thing I'd like to see aswell.

-ability to queue trade orders and select what things to buy or sell and for what price (If anyone is familiar with "Port Royale 2" and it's trading system then you might know where I'm getting at...)
for example:
buy - asteroid belt - silicon mine A - silicon wafers - @price max 540cr
sell - mars - crystal fab - silicon wafers - @price min 800cr
buy - mars - crystal fab - crystals - @price max 1600cr
sell - venus - SSP - crystals - price min 1800cr

You could make traderoutes that will repeat themselves for the whole game unless killed or something. You should also be able to
set them to repair themselves in shipyards if they're caught in a fight.

-when you get message "ship was attacked somewhere", doubleclickling the message or pressing some key would open the sector map where the attack happened.

-ability to open more menus at the same time. for example both maps (universe/sector) at the same time or property list and sector
map etc.

-ability to configure/arrange the hud as I want to. Make everything in the hud movable and resizable.

-for quicker use of the property list, instead of a "options" ledger, make buttons you can click on/off - place them just under the ledges and just above the first item in property list.
For example you could just click the icon for "show hidden ships" and they would appear instead of the current way when you have to click the options ledge, find the correct line and then click "show
this and that". You can still have the options ledge, but those buttons would be another little thing that would make managing everything quicker and easier.

-ship info doesen't even show the SHIPS NAME! (not really a problem... but sometimes I've named a ship and then just left it somewhere. when I eventually look at the ship info 2 months after I left it there - I don't remember what ship it was... ship code only shows the class...:D)

-ability to macro/queue orders and save/assing those to hotkeys
for example, I could queue
1) map sector, 0x-0y-0z, distance 123km
2) scan asteroids in the same sector
3) dock at ... closest station in sector
( 4) if no friendly station in sector is found I could tell it to stay there once finished or find the closest one in nearby sectors. All this would happen when I press (for example) 'M' key. When pressed universe map would open and I just click the sector I want to map and scan.

-option to have static command numbers regardless of what software the current ship has.
for example "return home" would always be number 7 from nav menu.
Or trade menu would always be number 3 instead of nr2 if no combat related software is available.

---

The game is great, but the interface could be a lot more better. Would leave more time to actually play if I wouldn't have to flip through menus so much.

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Badmagic
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Post by Badmagic » Tue, 3. May 11, 16:32

Not so much nitty gritty mechanics but I just kind of wish we had some silly little customisation stuff back, like the ship decal option from X2 (preferable multiples so our fleets can really be more unique in the universe).

That said I never get very attached to the persona I'm supposed to be controlling so an actual character gen, even if its just some preset heads and histories you can mix and match from would be a massive boost for me to feel more connected for the want of a better way of putting it.

Maybe its fluff but I would imagine many would like that lint.
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Zanzubaa
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Post by Zanzubaa » Tue, 3. May 11, 19:10

-new races
-at least 20 more ships as in TC
-completely new space
-LOL balanced khaaks

I think TC has enough ships =p and the rest, well I don't think they would bring much to the game.
*-better galaxy editor:more understadable for normal human
Yup! A sector / galaxy editor that was easier to use would be great.
-interaction with planets
You might expect to see automated landing sequences on a planets surface but not a great deal more I don't think.

They succeeded in Elite because they stuck to basics but these days to create something in-line with the rest of the games graphics would be pretty complicated. Think fractal algorithms etc. See the Infinity - Quest for earth dev blog =)

*-what about co-op multiplayer with my steam friend or through LAN???
Better have multi-player functionality! =p
-awesome graphics LOL
Ofc =p But that on its own will not make a good game.

I hope to see...

improved graphic engine ofc
galaxy editor
Multi-core support
Multi-monitor support
Multi-player mode
compelling story line
more Boron =) I luv those lil guys
2) Wreckage floating around after a battle and the abilities to be able to harvest said wreckage for resources
Oh I like that. Lots of possibilities. The wreckage could be radioactive, so it is hazardous but valueable.

But mostly...
A more immersive environment. Mostly empty space is boring. I wanna see gas fields, nebula, gravimetric anomalies, ship junk yards, secret areas, corrosive gas, erm radiation, go to town.

Think hidden gates that go to sub-space or other dimensions where there is liquid space =p stuff like that. Dangerous areas where there is alot to gain for the brave space explorer.

Ok well I do not expect to see all of that ofc but you get the idea. Features in space to explore. Badlands in Star trek or gas fields in Freelancer but up to date.[/quote]

Oh oh I thought of another one! An achievment system. (Linked to an online profile). achievments bring so much play time fun to games it is criminal.

Ebonyfly
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Post by Ebonyfly » Tue, 3. May 11, 19:32

The core game behind X3 is so perfect i mostly just want to see more of the same but with:
- A much improved UI
- More regard to performance optimization (no more Aldrin sectors!)
- Improvements to AI (especially for auto piloting and OOS combat)
- Greater polish for storylines

Another nice feature would be some end-game options. X3 already provides some custom starts for veteran players. I'd like to see that expanded to provide custom end-games as well. As some examples, after a certain time or on a particular event end-games could include:
- The Xenon or Khaak launching a full scale assault on commonwealth space.
- Gates opening to new Xenon/Khaak core systems.
- Pirates or Yaki targetting the players holdings in massive numbers.
- All out Interstellar war between various factions.
- Natural disasters that can potentially wipe out entire systems.

(There are probably much better ideas, those were just off the top of my head :wink:)

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Skillzfire
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Post by Skillzfire » Tue, 3. May 11, 19:49

What i would like is for you to be able to walk around your ship have crews and have better voice acting :lol: il even voice act if you really want just no more awful voices :P but anyway yeah i think it would be nice to be able to walk around your ship and stations (to a degree i dont expect you to model the valhalla fully inside :P) allso i would like damage to your ship to be visible for instance say if i got hit with a missle when my shields where down in a m4 it could blow my wing off and damage me alot just a thought :)
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Please REBIRTH the combat.

Post by TheLastHero » Wed, 4. May 11, 00:09

I dont want to be negative but combat in x3/x3R was downright crap.

Fighter Vs Fighter combat was decent.. except the computer wouldnt ever try to evade or use slide.

Capitalship combat resulted in 2 ships getting in the face of each other and then unleashing very slow globs of goo at each other.

Here is a video from a cancled game Nexus2.

http://www.youtube.com/watch?v=BhZQEvg1 ... age#t=129s

HD Download.
http://www.gamefront.com/files/space_te ... einfo.html

Video is a example of the following.

Capitalships

Give capitalships mutiple turret types.
So that diffrent capitalships have diffrent roles, and allows a better visual experiance.
Having your capitalship fireing on an enemy cap while its antifighter guns are fireing on fighters looks awesome.

Increase range they attack each other.
It looks awesome in the supplied video as an example... Rule of cool and all that.

Beam weapons should swipe(as shown in that video) this means they wont instantly kill fighters so they can balanced and fun and not instant death to smaller ships, or useless agasint larger ones.

Sub Systems and Mutifaced Shields.

Adding subsystem targeting and mutifaced Shields would REALLY help enhance the depth of the combat.

Using bombers to target shield emitters... or anti capitalship weapons before you send in your own cap ship... or a Enemy cruiser is running so you launch bombers to target its engines so you can overtake and board it.


Increase upgrade Options and allow a small ammount of Random "LOOT"
Lets take x3 and take gun you get from a caputred pirate ship... it could be "CUSTOM" impulse array and have slightly increased range and firerate or reduced energy consumption.
You could have unique versions... this would kinda be like the guns/ships you could find in x3.


optimizations.
Rapid fire weapons performance increase, fire a SINGLE projectile that looks like 5-6 rounds.
Very simple example in slow motion so you can see the expansion and compression of the projectile.
http://www.youtube.com/watch?v=MCA-bf_fi0k
This results in a massive decrease in system resources required during large battles.

Ships in squadrons should be locked in and considered a SINGLE Unit at the speed of the lowest member, for collision and movement out of combat like fighters on patrol or a capship fleet.
Reducing the overhead on fleets in and out of sector(assuming you still have out of sector)

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Post by hawat » Wed, 4. May 11, 00:14

Wow that video was impressive, I loved the cap ships attacking each others with those long beams + the shields effect, it is the first first time I heard about that game, its sad to see that it has been canned.
It would certainly be nice if we could see that kind of combat in the future x.

TheLastHero
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Post by TheLastHero » Wed, 4. May 11, 01:14

Ever heard of the first game?
Nexus the Jupiter incident its a pretty darn good RTS with RPG elements(choose weapons and loadout for your ships etc)
Still looks good aswell.

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Post by 98abaile » Wed, 4. May 11, 01:27

The ability to create custom game starts from the menu.

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