I love to see more Mini Games on Stations.

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Vandragorax
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Re: I love to see more Mini Games on Stations.

Post by Vandragorax » Thu, 8. Nov 18, 23:15

Veeshan wrote:
Thu, 8. Nov 18, 22:37
One easy fix would be to drastically slow the Skunk's acceleration and perhaps lower the speed of npcs in the highway. This would lenghten the time spent needing to dodge around traffic.

Id be happy if these minigames were copied directly into X4, although the "finding good employees" needs to be a wee bit faster.
Oh god no please no lol... that highway traffic is literally the most frustrating idea ever. It should be removed and all highway users just travel at the same speed so i can get in and not have to worry about playing dodgems or potentially being bounced outside the highway all together.

I'm very much hoping it's not the same as it was in Rebirth!
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ZaphodBeeblebrox
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Re: I love to see more Mini Games on Stations.

Post by ZaphodBeeblebrox » Thu, 8. Nov 18, 23:17

I would hope that the core game-play was in place when they announced this release over a year ago. That they have spent the time since working hard on the UI and fixing any bugs from the Beta testers. So they should have time to add little extras that make the game more entertaining.
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Slashman
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Re: I love to see more Mini Games on Stations.

Post by Slashman » Fri, 9. Nov 18, 17:52

wizaerd wrote:
Thu, 8. Nov 18, 19:52

I'm sorry, where exactly did I state what the developers can and cannot add to their game? Oh, that's right, I didn't. What I did say was there's always core work that can be done that would affect the core game hence all players as opposed to mechanics that only a few (probably? maybe?) would enjoy. Optional minigames are fine, but still doesn't detract from the point that every game, or software project in general, can use additional core work. Let's hope the developers are working on the actual game as opposed to senseless minigames...
It's not a 1 to 1 ratio. You don't need every part of a team to work on everything at the same time. And the mini games would likely be done way before this late date at any rate. I don't think it would impact the development of the game like you are projecting. And again can you chill out? We don't actually know if there will even BE any at this point and if there were you cannot do anything about it now.
If you want a different perspective, stand on your head.

wizaerd
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Re: I love to see more Mini Games on Stations.

Post by wizaerd » Fri, 9. Nov 18, 19:18

Slashman wrote:
Fri, 9. Nov 18, 17:52
wizaerd wrote:
Thu, 8. Nov 18, 19:52

I'm sorry, where exactly did I state what the developers can and cannot add to their game? Oh, that's right, I didn't. What I did say was there's always core work that can be done that would affect the core game hence all players as opposed to mechanics that only a few (probably? maybe?) would enjoy. Optional minigames are fine, but still doesn't detract from the point that every game, or software project in general, can use additional core work. Let's hope the developers are working on the actual game as opposed to senseless minigames...
It's not a 1 to 1 ratio. You don't need every part of a team to work on everything at the same time. And the mini games would likely be done way before this late date at any rate. I don't think it would impact the development of the game like you are projecting. And again can you chill out? We don't actually know if there will even BE any at this point and if there were you cannot do anything about it now.
I'm chill, completely chill... was just participating in a discussion where I had some input. Pardon me...

Slashman
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Re: I love to see more Mini Games on Stations.

Post by Slashman » Fri, 9. Nov 18, 20:00

wizaerd wrote:
Fri, 9. Nov 18, 19:18
Slashman wrote:
Fri, 9. Nov 18, 17:52
wizaerd wrote:
Thu, 8. Nov 18, 19:52

I'm sorry, where exactly did I state what the developers can and cannot add to their game? Oh, that's right, I didn't. What I did say was there's always core work that can be done that would affect the core game hence all players as opposed to mechanics that only a few (probably? maybe?) would enjoy. Optional minigames are fine, but still doesn't detract from the point that every game, or software project in general, can use additional core work. Let's hope the developers are working on the actual game as opposed to senseless minigames...
It's not a 1 to 1 ratio. You don't need every part of a team to work on everything at the same time. And the mini games would likely be done way before this late date at any rate. I don't think it would impact the development of the game like you are projecting. And again can you chill out? We don't actually know if there will even BE any at this point and if there were you cannot do anything about it now.
I'm chill, completely chill... was just participating in a discussion where I had some input. Pardon me...
I apologize then. Please carry on.
If you want a different perspective, stand on your head.

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Net-FX
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Re: I love to see more Mini Games on Stations.

Post by Net-FX » Sat, 10. Nov 18, 16:57

Kane Hart wrote:
Sun, 7. Oct 18, 15:53
Not those Mini Games but fun little side activities like Black Jack, clean some rats up, trash, just small silly stuff around the stations you see in MMORPG's at times. Something more at stations then going there to talk to a NPC.

I'm not sure if X4 will offer things like this but even mod wise it be kind fun to add the immersion.

I was gutted when I found that the video games on the stations were not interactive and playable... especially the pool tables lol.
Cya - Dave...

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Zetoss
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Re: I love to see more Mini Games on Stations.

Post by Zetoss » Sun, 11. Nov 18, 15:33

I wanna make a few suggestions for awful but hilarious things that are 99% likely to never even get close to being added!

[Old Maid]
Mostly the standard rules of old maid apply, when someone is about to pull the old maid from you you have to tap a button rythmically to steady your pulse so the opponent doesn't know which card it is, unlike regular old maid the game is restarted with remaining players until only one participant hasn't lost. Can be played for small sums of credits unless you're playing only with Teladis - then the max credit pile goes up to 500k.

[Darts - Custom Targets]
Only found in places where a faction has an enemy they really hate, instead of a regular darts board they have a picture of an enemy faction member and the scoring depends on the lethality of the hit. No admission fee, beat the local champion and get a free hint such as approximate coordinates for an abandoned ship or intel on a distant station or any other information they personally have been unable to make use of anyway.

[Spice Dice]
All participants take a massive hit of space weed, then try to throw dice at each other. Last one to get hit wins. Only playable in pirate bases and costs 100cr for the space weed, winning raises reputation with pirates without any other reputation penalty, no penalty for losing.

[3D Maze]
Requires holo room, a randomly generated maze is wrapped around a miniature planet and if you reach the goal before time runs out you can play for free 3 times in any combination of games in that location that would normally require a small sum of credits to play.

[Whack-a-Split]
Adorably passive aggressive game playable for free in any Boron station if/when the Borons find a gate leading to the region of space the player can access. Playable with the number pad, setting a local high score gets you a plushie.

[Argnu Race]
Participants bet on which argnu will be first around a tiny race track. The argnu will meander mostly at random and barely head in the right direction.

[Break Dancing]
20 drunk NPCs will dance (badly) in a circle, players must break it up by pushing as many of them out of the ring as possible faster than the others, whoever pushed the most of them out wins. Admission fee goes towards getting the dancers drunk enough to want to dance.

[Memory]
Unlike normal Memory you need to match 3 cards from a table full of face down cards. Additionally the cards move one step in alternating directions every time a match is made. Beat a local champion to get some random nugget of (hopefully) useful information.

[Paintball Mayhem]
Several participants enter a closed room full of obstacles, the last one to get hit wins but when someone is hit their paintball gun is only disabled for 5 seconds for each hit they take so if they want to get revenge for being knocked out they still have a chance to "play zombie" and take down the one that hit them (or just shoot anyone else to vent their frustration) until the match is over.

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spankahontis
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Re: I love to see more Mini Games on Stations.

Post by spankahontis » Sun, 11. Nov 18, 16:47

Honved wrote:
Wed, 7. Nov 18, 17:57


I clearly remember the Sudoku puzzle for the CPU ship. There WERE complaints. I had to look up a solution on the forum the next morning, then read up on Sudoku puzzles, figure out how to solve one, and then go back into the game to finish the stupid thing. It was necessary to complete the plotline, and halted my night's playing session until I could figure out what was needed. There was absolutely no way that I'd have figured out how to solve the puzzle on the spot without knowing what a Sudoku puzzle was. To me, that's an unnecessary obstruction in the way of the player, not a fun or optional addition to the game.

Then they were a minority of complaints cause I never encountered complaints when I looked for walkthroughs, but then I've played Soduku Puzzles before in the past and they've never bamboozled me to that extent where frustration and hate sinked in?
X Games are the most complex games in terms of understanding the User Interface and overall gameplay itself, I've never spent so much time in my life playing a game while trying to understand how it worked quite like an X Game.. Not even Frontier Elite 2 was as complex or even Rimworld.
So to find people frustrated and spewing rage over a soduku puzzle in one of the most complex games out there makes me giggle, what did they think they signed up for? Starfox? lol
Casino gambling added into the game, fine as long as it's entirely optional, although I personally have no use for it, and feel that the resources would be better spent somewhere else. Having a station casino that LOOKS like a gambling haven, THAT is immersive to me, whether or not you can actually play the games or even go into the room. I want the universe to appear real and lived-in, not to spend or waste time on unwanted distractions inside of a game which is a more welcome distraction.

I agree that how and where they've been implemented is the biggest gripe.
A Casino Ship IMHO would be how to do mini-games the right way! And yes, I agree 100% it shouldn't effect the main mechanics of the game, but i'd go further.. Casino Ships would attract those that aren't fond of Mini-Games, so there should be games that are simple and as little like the mini-games (As we know them in X Games) As possible, let's find a mixture of the 2 so everyone can enjoy a Casino Ship experience.
Small Talk was the wrong way to implement it, even the hacking felt out of place.

But in the end.. What's a Game based on a dynamic Economy without a Gambling Sector?
So I can understand the nervousness felt about mini-games being implemented in X4.. But can't let it get in the way of seeing the bigger picture that I'm hoping Egosoft get right this time?
Vandragorax wrote:
Thu, 8. Nov 18, 23:15
Veeshan wrote:
Thu, 8. Nov 18, 22:37
One easy fix would be to drastically slow the Skunk's acceleration and perhaps lower the speed of npcs in the highway. This would lenghten the time spent needing to dodge around traffic.

Id be happy if these minigames were copied directly into X4, although the "finding good employees" needs to be a wee bit faster.
Oh god no please no lol... that highway traffic is literally the most frustrating idea ever. It should be removed and all highway users just travel at the same speed so i can get in and not have to worry about playing dodgems or potentially being bounced outside the highway all together.

I'm very much hoping it's not the same as it was in Rebirth!
Only thing that I hated about it was the Dodgem cars were entirely spawned in the first place, it wouldn't of annoyed me so much if they were actual vehicles that were manufactured/purchased from a Civilian Car dealership Facility.
A Station that makes XXS Vehicles, entirely separate from Shipyards and Boatyards.. How Workers get to their jobs etc.
Maybe the Highway is for them? Maybe even make the Highways smaller so only XXS Vehicles that are too small to have Travel Drives/Jump Drives etc. and require something to help them accelerate to a distant station destination.

Maybe make Highways for them? but for Scout Ships and Bigger, they have their Travel Drives/boosters to get them from point A to B fast.
We need a general population, tax paying citizens with normal lives that need highways like you would a road to get to work.. Those that own Scout Ships or bigger would be the equivalent of us owning Helicopters and Jets, we don't need to use the roads/highways.

So I feel we need Highways, but I think we shouldn't need to use them, maybe only for Aesthetic purposes, to show Core Sectors are teaming with life.. The New York City of Space as opposed to the Wild West Borderlands where there are no to few Highways, some lightly populated Factories in space, like the Belters in the Expanse.

There Should be 3 types of Sector in X4..

- Core Sectors, your Argon Prime Etc. The New York City of densely populated Sectors with Highway systems and a multitude of densely populated stations and high numbers of patrols already in place.
- Border Sectors, more Wild West towns with few to no highways, factories with low (but growing) populations, lightly policed by the Faction that owns the Territory.
- Uncharted Sectors, Columbus discovering the New World, no cities or highways other than alien inhabitants (Kha'ak/Pirate/Xenon or nothing at all) here.

A balance of the 3 types, enough fun for all types of X Player.
The Biggest pool of salty tears this side of the Galaxy!

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