what i want in X-rebirth
Moderator: Moderators for English X Forum
- THE_TrashMan
- Posts: 723
- Joined: Mon, 25. Apr 11, 12:05
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
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
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.
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.
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.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?
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.
- MegaJohnny
- Posts: 2199
- Joined: Wed, 4. Jun 08, 22:30
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.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?
What he's saying is that there's only 6 turret emplacements (up down left right front back)StarSword wrote:Regarding turret slots on capital ships, you obviously haven't played around with the Osaka recently. It has eight slots per battery.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?
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.
- Earth Ultimatum IV.
- Posts: 5280
- Joined: Mon, 3. May 10, 14:39
- THE_TrashMan
- Posts: 723
- Joined: Mon, 25. Apr 11, 12:05
I'm not talking about the number of guns, I'm talking about how they are implemented (handeled) by the game.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.
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.
- Burning with Awesomeness
- Pontifex Maximus Panaidia Est Canicula Infernalis
- Pontifex Maximus Panaidia Est Canicula Infernalis
-
- Posts: 1315
- Joined: Mon, 14. Feb 11, 03:58
- THE_TrashMan
- Posts: 723
- Joined: Mon, 25. Apr 11, 12:05
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
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
- Burning with Awesomeness
- Pontifex Maximus Panaidia Est Canicula Infernalis
- Pontifex Maximus Panaidia Est Canicula Infernalis
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...)
-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.
(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...)
-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.
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.
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.
"Whatever blows your hair back"
-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.
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 =)
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
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.
-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.
Yup! A sector / galaxy editor that was easier to use would be great.*-better galaxy editor:more understadable for normal human
You might expect to see automated landing sequences on a planets surface but not a great deal more I don't think.-interaction with planets
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 =)
Better have multi-player functionality! =p*-what about co-op multiplayer with my steam friend or through LAN???
Ofc =p But that on its own will not make a good game.-awesome graphics LOL
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
Oh I like that. Lots of possibilities. The wreckage could be radioactive, so it is hazardous but valueable.2) Wreckage floating around after a battle and the abilities to be able to harvest said wreckage for resources
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.
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 )
- 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 )
- Skillzfire
- Posts: 769
- Joined: Tue, 3. May 11, 15:11
What i would like is for you to be able to walk around your ship have crews and have better voice acting il even voice act if you really want just no more awful voices 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 ) 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
Death is not a hunter unbeknownst to its prey, one is always aware that it lies in wait. Though life merely a journey to the grave, it must not be undertaken without hope. Only then will a traveler's story live on, treasured by who bid him farewell. But alas, my guest's life has ended, his tale left unwritten
-
- Posts: 87
- Joined: Wed, 23. Jan 08, 16:51
Please REBIRTH the combat.
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)
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)
-
- Posts: 87
- Joined: Wed, 23. Jan 08, 16:51