Version 2.5 released? Yes - Put your reactions here.

General discussions about X Rebirth.

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Sparky Sparkycorp
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Post by Sparky Sparkycorp » Fri, 10. Oct 14, 10:39

Ah, let's hope so.

Raumbraut
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Post by Raumbraut » Fri, 10. Oct 14, 12:29

Nosfuratu79 wrote:the new small Ship dealers are awesome !!! holy... hell.. so cool.. I am buying the lot!

Ha ha
what sucks tho is that the biggies get separated from their escort, whenever they jump. Biggies should have some kind of jump bubbles, that would draft the escort with them. Right now, the escort usually shows up too late.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Fri, 10. Oct 14, 12:41

Raumbraut wrote: Biggies should have some kind of jump bubbles, that would draft the escort with them. Right now, the escort usually shows up too late.
That could be cool, perhaps tied in with the the drag functionality.

Cabrelbeuk
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Post by Cabrelbeuk » Fri, 10. Oct 14, 12:52

Grats Ego :D .

Now for me, next priority is fleet management ! Lot of things in fleet management need to be improved.


PS : Still on year to fix this game after released. You are doing great job at fixing this game (not finished), but you'll have more to do to make people forget the mess.
Last edited by Cabrelbeuk on Fri, 10. Oct 14, 13:01, edited 2 times in total.
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ballti
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Post by ballti » Fri, 10. Oct 14, 12:55

GJ. :)
Wargasm

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Post by Scoob » Fri, 10. Oct 14, 13:48

Sparky Sparkycorp wrote:
Raumbraut wrote: Biggies should have some kind of jump bubbles, that would draft the escort with them. Right now, the escort usually shows up too late.
That could be cool, perhaps tied in with the the drag functionality.
Or maybe carrier class ships could, erm, carry them... :)

This should bring ships such as the Light and Heavy Sul's into their own. They're not so great vs. other capital ships, but if they can dock a handful of fighters - so the entire group jumps to the target one - then they'd make great first response ships for both the player and AI factions. Groups of the heavier fighters are a danger to larger ships.

Scoob.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Fri, 10. Oct 14, 13:56

Er, yeah, that would be even better :)

Senner
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Post by Senner » Fri, 10. Oct 14, 15:12

The game has definitely improved and most notable is the framerate.

That said, the game is still fairly devoid of any real content such as interesting missions and a proper end-game after the plot.
Opening boxes, follow the yellow circle missions and other mindless mini-games can only be repeated a certain number of times before you start to feel bad about yourself for wasting your life.

Egosoft might decide to pick up the pace and release a more or less bug free version in December. If so, the modding community can take over and start to add actual gameplay to the game, of course depending on whether or not the game actually allows for radical modification. What is needed is rebalancing, a bigger universe, more interesting and less predictable missions, making good use of station interiors, removing the childlike mini-games and so on. This will no doubt be a slow process that will take years but maybe still worth waiting for.

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Post by wwdragon » Fri, 10. Oct 14, 18:11

Scoob wrote:Or maybe carrier class ships could, erm, carry them... :)

This should bring ships such as the Light and Heavy Sul's into their own. They're not so great vs. other capital ships, but if they can dock a handful of fighters - so the entire group jumps to the target one - then they'd make great first response ships for both the player and AI factions. Groups of the heavier fighters are a danger to larger ships.

Scoob.
I'm hoping 3.0 brings in some actual carrier functionality.
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Raumbraut
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Post by Raumbraut » Fri, 10. Oct 14, 18:14

Scoob wrote:
Raumbraut wrote: Biggies should have some kind of jump bubbles, that would draft the escort with them. Right now, the escort usually shows up too late.
Or maybe carrier class ships could, erm, carry them... :)

This should bring ships such as the Light and Heavy Sul's into their own. They're not so great vs. other capital ships, but if they can dock a handful of fighters - so the entire group jumps to the target one - then they'd make great first response ships for both the player and AI factions. Groups of the heavier fighters are a danger to larger ships.

Scoob.
Well back in the days prior the release i've envisioned being able to have Fighter escorts, and as far as i remember. By the time the travelling mechanics had been published (Jumps/Boosters vs. Highways) i've already wondered how this should work.

I always wanted to give my traders a escort fighter wing ( 4 fighters per vessel ) and now that we have fighter vessels, my fears have become true. I can finally give freighters escort crafts , but it comes with a huge handicap, and is utterly usless for long routes due to the traveling mechanics

No doubt carriers would make up awesome first response units, if they could carry fighter vessels. But having to dispatch carriers as escorts, would be kind of an overkill, and for sure not profitable. (i can see em teladis laughin already)

Maybe something inbetween would fit. Like having a mass limitation on said jump bubbles. (Only X amount of hull strenght can be soaked into it) Balancing its maximum capacity of group jumping. soaking in only vessels assigned to it, and only up to a specific limit.

For the big fights tho, you'd have to call in the cavalry.

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Post by wwdragon » Fri, 10. Oct 14, 18:44

IF you do jump bubbles it'd have to work for hte player too.
That's going to cause a whole world of trouble, itself.
I say no to bubbles.
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pref
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Post by pref » Fri, 10. Oct 14, 19:22

If those 4 escort ships were dragged along during boost like the skunk, it would be fine. No need to invent anything imo, a smarter AI could handle it probably (if drag works for NPCs, dunno about that).

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Post by wwdragon » Fri, 10. Oct 14, 21:03

pref wrote:If those 4 escort ships were dragged along during boost like the skunk, it would be fine. No need to invent anything imo, a smarter AI could handle it probably (if drag works for NPCs, dunno about that).
Now that might work. 8)
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wysiwyg
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Post by wysiwyg » Fri, 10. Oct 14, 21:09

Carriers could cheat by warping their squad to a hidden sector once they get close to the ship and then warp them back to the new location once the jump has happened. I think there's been some ideas thrown around in the modding forum along these lines.

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Post by wwdragon » Fri, 10. Oct 14, 21:13

wysiwyg wrote:Carriers could cheat by warping their squad to a hidden sector once they get close to the ship and then warp them back to the new location once the jump has happened. I think there's been some ideas thrown around in the modding forum along these lines.
A hidden universe does exist, but they don't need to cheat.
Once carrier docking is implemented, those fighters become inventory, just like drones.
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wysiwyg
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Post by wysiwyg » Fri, 10. Oct 14, 21:19

Yes indeed - there would still need to be some scripting to control the docked/un-docked status of the ships using either method. I think that might be more of an issue than where to actually put the ships when they're out of sight. Also given the mularky of drones docking we'd probably have to accept ships just vanishing in some cases or face a very long wait as they tried to find their way inside that huge hole inside an arawn ;) (have you watched a ship try and navigate over the surface of a ship or station? lol!)

The other important feature to implement would be a sub squad that could be given specific orders - defend carrier, swat missiles, disable surface targets etc

Raumbraut
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Post by Raumbraut » Fri, 10. Oct 14, 21:39

pref wrote:If those 4 escort ships were dragged along during boost like the skunk, it would be fine. No need to invent anything imo, a smarter AI could handle it probably (if drag works for NPCs, dunno about that).
for innerzone travelling using boost and having the escorts dragged along would be the best and the way i've imagined it aswell. But what if your freighter actually has to visit another sector, and decides to start up its jump drive. There's a whole lot of space between your freighter and the escort all of a sudden.
Biggies don't use superhighways, remember? .. So while your freighter jumps into the destination sector in an almost instant, and gains even more space the more jumps it has to do, those little fighters are left behind trying to race back to its assigned freighter using the highway system.

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Post by pref » Fri, 10. Oct 14, 22:14

When jumping, they should just jump to the same beacon the freighter does. No biggie. Or freighters should be pocket carriers - but jumping needs less time investment i guess.
Either way it has to work...

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Post by wwdragon » Fri, 10. Oct 14, 22:14

wysiwyg wrote: ;) (have you watched a ship try and navigate over the surface of a ship or station? lol!)
Yes, yes I have!
I told a fighter I captured to go get repaired, then followed it while it tried to find the entrance to the small shipyard where it should go in.
Not only was that entrance in the middle of the structure, but also burried on the interior side of the thing! :o
wysiwyg wrote:The other important feature to implement would be a sub squad that could be given specific orders - defend carrier, swat missiles, disable surface targets etc
That should be handled by the combat ai for cap ships and controlable for ones escorting you directly.

Ideally light fighters intercept missiles and drones, while medium shoot other fighters and heavies target cap ships.
When their priority target is MIA, just generally protect their mothership, sort of thing. 8)
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DorianEU
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Post by DorianEU » Sun, 12. Oct 14, 11:42

Congratulations Egosoft, finally i can enjoy in this game after long time :)

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