X Rebirth

X Rebirth

View Stats:
マルコ Feb 13, 2017 @ 12:57am
Still no endgame war content?
I am still waiting the day that building up your money and fleet will have a meaningful purpose in this game, like fighting for control of the territory, defending internal systems from huge events, like insane huge fleet of Xenons and the likes...

The last patch didn't added anything like that, right? The game is still only an economy simulator?
Last edited by マルコ; Feb 13, 2017 @ 1:01am
< >
Showing 1-10 of 10 comments
Ketraar Feb 13, 2017 @ 3:25am 
Well you can try pay a visit to Torride, pretty sure much of trade happening there, is the exchange of gun fire.

The Universe is as hostile as you want it to be, try piss of Argon Gov. se how that goes.

The meaning of it all can be found in DeVries. :-P

MFG

Ketraar
Daddy Shark Feb 13, 2017 @ 9:23am 
I agree. What I would like to see in the future is full station destructibility, and a little pinch of the old X3 "GOD" system. What I mean is that each NPC faction should have it's own "AI" like a fake player directing it. A system that is looking down from the macro level and attempting to keep an end-to-end supply chain up and running. Responding to attacks by scrambling fleets if needed. Rebuilding new stations of a proper type when the player or rival NPC faction destroys one.

The AI wouldn't be able to simply cheat in new ships. They would have a credit pool like the player does. They would have to spend money at a shipyard just like the player would. They would build up a fleet and then use that fleet to purpose. If that fleet gets crushed by a bigger one, then it will take time to replace. This would allow you to really have organic meaning to using your fleets and selecting tactical targets in order to weaken the enemy over time without putting your own fleets at risk.

AI factions should have fluctuating relations with one another and have everything from peaceful trade to all-out-war. This already exists to a small extent, but it should be greatly expanded upon where the AI is using the faction's fighting resources to strike at appropriate targets. Maybe you don't have many capital ships so you keep hitting the sparsely-defended wheat farms for the slow choke-out. Maybe the AI has a superior force and sails in straight for the enemy shipyard to cut off the "respawner" so to speak. It's dynamic and it creates a huge amount of playtime because you could actually create your own story.

Currently, I could say "I'm going to war with PMC!" - but the reality is that I could never do more than blow up some of their ships that are going to respawn the second I fly to another sector. I can't blow up their stations to hurt their production. Blowing up their ships doesn't really do anything because they're just going to respawn while I have to buy new drones (or go through the hassle of manually loading them from my drone factory) for my ships. Same thing with the Xenon, I can sail into Cryptic Heart and demolish the place, but it doesn't really do anything because in the 15 minutes it takes me to refuel and come back it's like I was never there.
Last edited by Daddy Shark; Feb 13, 2017 @ 9:34am
Centrophy Feb 13, 2017 @ 10:29am 
Conquest and War is what you're looking for. It is not for the faint of heart. That said, I can't run it with my current module setup. It just locks up after a while. There's likely something incompatible in there somewhere.
Hatchero Feb 13, 2017 @ 1:28pm 
Originally posted by JKflipflop:
I agree. What I would like to see in the future is full station destructibility, and a little pinch of the old X3 "GOD" system. What I mean is that each NPC faction should have it's own "AI" like a fake player directing it. A system that is looking down from the macro level and attempting to keep an end-to-end supply chain up and running. Responding to attacks by scrambling fleets if needed. Rebuilding new stations of a proper type when the player or rival NPC faction destroys one.

The AI wouldn't be able to simply cheat in new ships. They would have a credit pool like the player does. They would have to spend money at a shipyard just like the player would. They would build up a fleet and then use that fleet to purpose. If that fleet gets crushed by a bigger one, then it will take time to replace. This would allow you to really have organic meaning to using your fleets and selecting tactical targets in order to weaken the enemy over time without putting your own fleets at risk.

AI factions should have fluctuating relations with one another and have everything from peaceful trade to all-out-war. This already exists to a small extent, but it should be greatly expanded upon where the AI is using the faction's fighting resources to strike at appropriate targets. Maybe you don't have many capital ships so you keep hitting the sparsely-defended wheat farms for the slow choke-out. Maybe the AI has a superior force and sails in straight for the enemy shipyard to cut off the "respawner" so to speak. It's dynamic and it creates a huge amount of playtime because you could actually create your own story.

Currently, I could say "I'm going to war with PMC!" - but the reality is that I could never do more than blow up some of their ships that are going to respawn the second I fly to another sector. I can't blow up their stations to hurt their production. Blowing up their ships doesn't really do anything because they're just going to respawn while I have to buy new drones (or go through the hassle of manually loading them from my drone factory) for my ships. Same thing with the Xenon, I can sail into Cryptic Heart and demolish the place, but it doesn't really do anything because in the 15 minutes it takes me to refuel and come back it's like I was never there.
Bingo. Would be nice to see the AI factions run like a grand strategy game.
マルコ Feb 13, 2017 @ 7:06pm 
I would like to know if this feature isn't developed into X:Rebirth because of a budget/time problem or is just something that is not under the radar of the game director regardless of budget...you know, maybe he likes more economy/managements games because he itself manage a team and manage the budget so that's where most of his love goes.
And I actually think is the second one, because the time spent building 2 DLC that add 2 more systems could have been spent differently, maybe 1 DLC for a system and 1 DLC that add Wars between systems, factions actually producting their ships instead of spawning them and galactic warfare events, player shipiard where you don't just purchase a ship but you build it providing the materials from your other factories and stuff like this (and you know the system is already in place, since NPC shypiard actually have to wait for materials they lack before starting production...).

I already noticed this with previous X chapters and the mod community trying to fix it with a mod, and with Rebirth as well I'm starting to see a pattern...

Anyway next time I won't take any chances with pre-purchases, unless X4 proves itself and shows that the team developing the game understands the need of the player for having a goal that require him to build a fleet (which in turn require him to build his internal economy) and not just building the fleet for the sake of it or lazy asss lame excuses like "but it's a Sandbox, that's all the reason you need to do things in this type of game! Don't you get it?! ( no I don't :| ) ", then I won't purchase that game.
Last edited by マルコ; Feb 13, 2017 @ 7:15pm
Vazarus Apr 27, 2017 @ 8:33pm 
Originally posted by Centrophy:
Conquest and War is what you're looking for. It is not for the faint of heart. That said, I can't run it with my current module setup. It just locks up after a while. There's likely something incompatible in there somewhere.
I don't know if you all read this but what your all asking for is in this mod. Too bad you can't mark as answer.
Daddy Shark Apr 29, 2017 @ 10:27am 
Originally posted by Vazarus:
Originally posted by Centrophy:
Conquest and War is what you're looking for. It is not for the faint of heart. That said, I can't run it with my current module setup. It just locks up after a while. There's likely something incompatible in there somewhere.
I don't know if you all read this but what your all asking for is in this mod. Too bad you can't mark as answer.

That mod is the extremely watered-down and janky first steps towards what I'm talking about.
[Slayer] May 1, 2017 @ 11:22am 
Meh. Just play a modded X3 instead. This game is a disaster. People on the forums said this concept was dead in the water and Egosoft went ahead and did it.
BigBANGtheory May 1, 2017 @ 2:47pm 
There is no late/end game content in XR. CIW mod does a good job at trying to fill that gap, but the gap is large so your milage may vary. Its like taking a pleasent journey on holiday filled with excitement only to find your destination is a French campsite.
Ketraar May 2, 2017 @ 3:37am 
The difficulty to introduce "late game" content in a open sandbox is balance. In a game with a defined end, one easely scale content to a point of conclusion, usualy forcing the player to restart, but giving a sense of completion. Usualy games have a ultimate boss where this is acomplished, in X games this would be the final mission in the campaign. But since the player can grow to god-like status, eventualy reaching the power of entire factions and more, its going to be difficult to have end-game content that fits all playstyles.

Many that ask for this late-game content are people that build fleets and like to make use of them, but many other players that focus more on the economic sim part will possibly be putt off by "artificially" introduced enemies just to make it hard for them and force them into a play style they dislike.

If you look at real life today you see that there is no real "end-game" content either, as anyone making use of that arsenal would trigger the possible destruction of the whole planet. Its not too different in X games.

I personally think the player should never be allowed to grow passt government type factions. The scale of power should always be in a way that the player can be strong and have some impact, but when attacking factions for example, the backlash would be strong. This would provide a more seemless integration of "end-game" content and keep the player's struggle "alive" even later on in the game.

Still this is easy written in a post in a forum and not as easy made working ingame, but not impossible.

MFG

Ketraar
< >
Showing 1-10 of 10 comments
Per page: 1530 50

Date Posted: Feb 13, 2017 @ 12:57am
Posts: 10