Next steps in the evolution of X4: Foundations

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RainerPrem
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Re: Next steps in the evolution of X4: Foundations

Post by RainerPrem » Tue, 14. May 19, 13:28

Lone_Wolf_3115 wrote:
Tue, 14. May 19, 13:17
The Next Steps in the Development of Foundations Would "Take A major Leap" if they would ADD In The Radar System the Rebirth Has!!
??? As far as I can see, it's the same. Plus Satellites that X:R didn't have.

Faustov
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Re: Next steps in the evolution of X4: Foundations

Post by Faustov » Wed, 15. May 19, 15:37

Not sure if it was mentioned before, but making sentinels more "sentinel" would be nice. I just compared Colossus VG and S options and noticed the main difference is some more hull and less speed. No extra weapons or shields?

Ordogg
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Re: Next steps in the evolution of X4: Foundations

Post by Ordogg » Wed, 15. May 19, 21:47

Can you add back in some of the complexity that from X3 and other past X Games? why remove some of the things that worked and people liked.

And also fix the invincible station bug!

I'd be happy with these three changes:
Invincible stations FIX!
Drone controls. Seriously, every time I target a enemy they deploy.. No why..
Turret configuration for stations (Aggressive mode) to create a real "Defense" station, not just in name sake.

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spankahontis
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Re: Next steps in the evolution of X4: Foundations

Post by spankahontis » Wed, 29. May 19, 17:50

Faustov wrote:
Wed, 15. May 19, 15:37
Not sure if it was mentioned before, but making sentinels more "sentinel" would be nice. I just compared Colossus VG and S options and noticed the main difference is some more hull and less speed. No extra weapons or shields?
Think he's talking about the Station Radar Modules that didn't work and still don't. Rebirth still needs fixes.
Ragna-Tech.. Forging a Better Tomorrow!

My most annoying Bugs list 6.0 Beta 4 + [All DLC]
--------------------------------
Nvidium Worshop Animation Enlarge Broken :(
Building Modules causes low frame rate :o
Massive Framerate drops freezing game! :doh:
Save Corrupted Fixed the Crash! :-D

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Nort The Fragrent
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Re: Next steps in the evolution of X4: Foundations

Post by Nort The Fragrent » Sun, 2. Jun 19, 06:35

I would like to point out I have a rat chewing through my kitchen floor ! Any chance the Xenon could go under my house and blast them !

:evil:

vrod
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Re: Next steps in the evolution of X4: Foundations

Post by vrod » Sun, 2. Jun 19, 20:36

1. Add the ability to tweak engine performance or cargo hold (X3).

2. Use map and select your good guys, then right click and say "attack my target".

3. Add generic multi-functional module areas on a ship that could accept another shield or turret, or (maybe) engine, or possibly a weapon, or even more cargo space. (thinking out of the box).

4. Larger areas to wander by foot. (in ships, in stations...etc.)

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Nort The Fragrent
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Re: Next steps in the evolution of X4: Foundations

Post by Nort The Fragrent » Sun, 2. Jun 19, 23:05

I would like a walkway through the Advanced Electronics Module. I managed to get in there with a small ship. It’s cool in there.

:roll:

Dave K
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Re: Next steps in the evolution of X4: Foundations

Post by Dave K » Mon, 3. Jun 19, 16:23

Lots of good suggestions... here's one that I've not seen before:

For those of us who play long games instead of frequently restarting, there comes a time when you're making money faster than you can spend it, and game playability/balance issues make it impossible to spend. If you build huge fleets you can destroy the Xenon and basically get left in a universe wide "building free for all" where the factions quickly build so many stations that the game bogs (been there/done that). So I've found that I end up in a "maintaining the balance" mode where I have to keep the Xenon healthy to give the factions something to attack, otherwise I get in situations like when the Argon had nearly 500 stations in Second Contact XI (and other sectors were nearly as bad)... it was taking 4-5 minutes to save/load). At that point I had to jump back to a save game where the Xenon were still strong - It was either that or go evil and start attacking my allies.

So... need some endgame mechanics to keep the factions under control (maybe a mechanic that triggers a huge xenon "resupply" if they're beat down too far).

I'd also like some things for me to do with the nearly 10B I've got banked (even after buying every blueprint from every faction) that won't break the game (can't continue growing). I'd suggest:
- One (maybe easy'ish) feature - let the player buy 'non-strategic' stations from factions he/she has a good relationship with... basically a "captain of industry" track.
- Another easy one - for folks with money to burn give them a pirate base that will 'pimp their ride' - installing ship upgrades (that normally take so much farming that I don't bother) for steep markups... I'd love to build a super fast/agile Kestral, or a super-battleship with overpowered main guns. Prices high to make the upgrades super-exclusive... all you need to do is look at some of the mods out there and create an in-game path to get those ship specs.

vrod
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Re: Next steps in the evolution of X4: Foundations

Post by vrod » Tue, 4. Jun 19, 20:40

Nort The Fragrent wrote:
Sun, 2. Jun 19, 23:05
I would like a walkway through the Advanced Electronics Module. I managed to get in there with a small ship. It’s cool in there.

:roll:
Me too. Also the Beef farm, wheat farm, and sunrise flower farm. Would be nice that if you COULD go inside and walk around, that you could personally tweak the stats of that module. That way it gives you an incentive to walk around.

I thought that a hospital environment would be cool. You could get jobs there (ex. bring me 15 needles and 6 first aid kits), or jobs that would have you fetch an emergency patient from either another station or the rescue pod in space and bring him to the station.

vrod
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Re: Next steps in the evolution of X4: Foundations

Post by vrod » Tue, 4. Jun 19, 20:52

Dave K wrote:
Mon, 3. Jun 19, 16:23
Lots of good suggestions... here's one that I've not seen before:

For those of us who play long games instead of frequently restarting, there comes a time when you're making money faster than you can spend it, and game playability/balance issues make it impossible to spend. If you build huge fleets you can destroy the Xenon and basically get left in a universe wide "building free for all" where the factions quickly build so many stations that the game bogs (been there/done that). So I've found that I end up in a "maintaining the balance" mode where I have to keep the Xenon healthy to give the factions something to attack, otherwise I get in situations like when the Argon had nearly 500 stations in Second Contact XI (and other sectors were nearly as bad)... it was taking 4-5 minutes to save/load). At that point I had to jump back to a save game where the Xenon were still strong - It was either that or go evil and start attacking my allies.

So... need some endgame mechanics to keep the factions under control (maybe a mechanic that triggers a huge xenon "resupply" if they're beat down too far).

I'd also like some things for me to do with the nearly 10B I've got banked (even after buying every blueprint from every faction) that won't break the game (can't continue growing). I'd suggest:
- One (maybe easy'ish) feature - let the player buy 'non-strategic' stations from factions he/she has a good relationship with... basically a "captain of industry" track.
- Another easy one - for folks with money to burn give them a pirate base that will 'pimp their ride' - installing ship upgrades (that normally take so much farming that I don't bother) for steep markups... I'd love to build a super fast/agile Kestral, or a super-battleship with overpowered main guns. Prices high to make the upgrades super-exclusive... all you need to do is look at some of the mods out there and create an in-game path to get those ship specs.
I eliminated the HOP first. Took over their sectors. Eventually they became friends again, so I let them rebuild in the sectors. Then I went for the Xenon. Gone. Took over their sectors. Got a few Xenon bases "in construction", but they are not doing much. I periodically check out my sectors and perform a purge of any xenon flying around in there. (I leave a handful of Nemesis' in most sectors for that purpose.)

I think I have 28b net worth, but have not bought all the blueprints yet. That comes next. I'm building a large ship-building station that can crank out 64 nemesis at one time. (might increase it to more.) It is paid for and building now. I have several ship-building places able to churn out 32 medium ships at a time.

As a hint to others, I found it so much easier to just use the nemesis for everything. Carriers and destroyers take so long to get there, and even then take some time to destroy the target. Send 150+ Nemesis at a base and it is gone. If the base is heavily turreted, I use close to 300 ships. You lose very little ships with those numbers. I wiped out the HOP sectors with 170 Nemises, lost very little ships.

I am not having problems with the races building too many stations (except in Herectic's End there are lots of SCA stations there, but it is not causing slowdowns for me).

I am building my forces for the new content coming. (Splits and ?)

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spankahontis
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Re: Next steps in the evolution of X4: Foundations

Post by spankahontis » Fri, 14. Jun 19, 18:33

I'd like to see a 'Civilian Economy' seperate from the Military Aspect of the economy.

Basically, what does the average Argon, Split, Paranid, Teladi, Boron want?
They need food, water, energy cells, alcohol, electronic devices, entertainment devices (Consoles, VR, holograms, gadgets to improve well being etc.) clothes, recreational drugs, medical supplies etc. The perfect Economy sink as things break down and need to be replaced, food/water will always be needed, drugs for the sick and basic needs for everything listed to ensure a happy more productive colony.

Fulfilling most their demands gives massive buffs to habitation workers that will greatly improve production for your station and increase the speed that you require to get more pops moving into you Habitations.
But to Traders? They now have another aspect of the X Economy to profit from.
Add further to this, if you keep your habitation well supplied, it could increase the number of 'Specialists' spawning or 'high stat' NPC's wandering your Docks, as you grow a larger population, you draw in more experts and skilled labour to your station that could work on your ships rather than relying on 1 star crewman, you could draw experts from across the X Universe to your stations.

Also a Taxi Service Module with new TP Class Ships to deliver pops from one Station to another if they have a Taxi Module built on their station.
Money for those trying to get into the taxi business, but also a useful mechanic to transfer workers (via TP Ship) like a resource, to a newly built station that requires a large influx of workers to operate smoothly.
Ragna-Tech.. Forging a Better Tomorrow!

My most annoying Bugs list 6.0 Beta 4 + [All DLC]
--------------------------------
Nvidium Worshop Animation Enlarge Broken :(
Building Modules causes low frame rate :o
Massive Framerate drops freezing game! :doh:
Save Corrupted Fixed the Crash! :-D

radcapricorn
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Re: Next steps in the evolution of X4: Foundations

Post by radcapricorn » Fri, 21. Jun 19, 16:42

spankahontis wrote:
Fri, 14. Jun 19, 18:33
Add further to this, if you keep your habitation well supplied, it could increase the number of 'Specialists' spawning or 'high stat' NPC's wandering your Docks...
- Who are you?
- I'm a quantum physicist with a PhD in teleportation.
- WTH are you doing wandering on my run down dock on a booze plant way out in the boonies???

Falcrack
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Re: Next steps in the evolution of X4: Foundations

Post by Falcrack » Fri, 21. Jun 19, 20:18

radcapricorn wrote:
Fri, 21. Jun 19, 16:42
spankahontis wrote:
Fri, 14. Jun 19, 18:33
Add further to this, if you keep your habitation well supplied, it could increase the number of 'Specialists' spawning or 'high stat' NPC's wandering your Docks...
- Who are you?
- I'm a quantum physicist with a PhD in teleportation.
- WTH are you doing wandering on my run down dock on a booze plant way out in the boonies???
Where else would a physics PhD spend their time?

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spankahontis
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Re: Next steps in the evolution of X4: Foundations

Post by spankahontis » Fri, 21. Jun 19, 21:08

radcapricorn wrote:
Fri, 21. Jun 19, 16:42
spankahontis wrote:
Fri, 14. Jun 19, 18:33
Add further to this, if you keep your habitation well supplied, it could increase the number of 'Specialists' spawning or 'high stat' NPC's wandering your Docks...
- Who are you?
- I'm a quantum physicist with a PhD in teleportation.
- WTH are you doing wandering on my run down dock on a booze plant way out in the boonies???
Booze and Professors, just Moths to the flame. :lol:
Ragna-Tech.. Forging a Better Tomorrow!

My most annoying Bugs list 6.0 Beta 4 + [All DLC]
--------------------------------
Nvidium Worshop Animation Enlarge Broken :(
Building Modules causes low frame rate :o
Massive Framerate drops freezing game! :doh:
Save Corrupted Fixed the Crash! :-D

aleios
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Re: Next steps in the evolution of X4: Foundations

Post by aleios » Mon, 24. Jun 19, 15:00

It would be absolutely wonderful if we could get hysteresis on the input, intermediates, and the outputs of stations. I don't know what that manager boy is doing up there in their comfy office chair but it sure as hell isn't managing stocks correctly. There are the usual suggestions of "Oh just don't make massive storage" but come on... really? The ability to halt production either temporarily or entirely is simple QoL.

It would also be nice to see more overhead. Taxation on stations in faction owned sectors, upkeep of crew (credits, food?, meds?). Some sort of upkeep to prevent wealth from spiraling out of control as it currently does. This is X after all. I'd expect it to punch me in the gut every now and then to remind me of my mortality.
I absolutely love the game but man is there too much fire-and-forget happening. The AI proving it's too dumb to manage in the economy as it currently stands. Give it a bit of help. Us humans are cruel as hell to it. No wonder the xenon went nuts.

tl;dr: Too much wealth potential, too many uncontested resources, why would anyone actually bother going to war if not for being murderous death machines or fanatic zealots in this universe is beyond me.

Falcrack
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Re: Next steps in the evolution of X4: Foundations

Post by Falcrack » Tue, 25. Jun 19, 04:38

aleios wrote:
Mon, 24. Jun 19, 15:00
It would be absolutely wonderful if we could get hysteresis on the input, intermediates, and the outputs of stations. I don't know what that manager boy is doing up there in their comfy office chair but it sure as hell isn't managing stocks correctly. There are the usual suggestions of "Oh just don't make massive storage" but come on... really? The ability to halt production either temporarily or entirely is simple QoL.

It would also be nice to see more overhead. Taxation on stations in faction owned sectors, upkeep of crew (credits, food?, meds?). Some sort of upkeep to prevent wealth from spiraling out of control as it currently does. This is X after all. I'd expect it to punch me in the gut every now and then to remind me of my mortality.
I absolutely love the game but man is there too much fire-and-forget happening. The AI proving it's too dumb to manage in the economy as it currently stands. Give it a bit of help. Us humans are cruel as hell to it. No wonder the xenon went nuts.

tl;dr: Too much wealth potential, too many uncontested resources, why would anyone actually bother going to war if not for being murderous death machines or fanatic zealots in this universe is beyond me.
You are my kindred spirit

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Re: Next steps in the evolution of X4: Foundations

Post by nuitn0ire » Thu, 4. Jul 19, 00:28

Hello, I am fan of the first hour and since 13 years of reading this forum it's my first post, so please, read carefully. Next one in 2032.

Please, add :

- More walking area in the ships. MORE. It's really frustrating to be able only to walk into the ship bridge.. If we open the door, we want to see another room (directly, not by a new instance). Like Star Citizen but without 220M of budget. You can do it (if you start now, yes.. right now !). There are a lot of utility of this, like : repair ship from interior, shoot (fps phase, see next point), accessing to the cargo (as for stole one or defend yours for thiefs), adding more point of view (like windows on space), etc.. Think not only ship, think real usefull FPS phases. You gave us FPS part with X4, please make it really usefull and intersting !

- As we are talking about walking phase, as we are actually able to invade a ship, it should be cool to take part of this by FPS gameplay (a little like Executive Assault 2, for fps part). Imagine yourself approaching the target ship with your troop carrying ship, reaching an entry and load all your troops in the target ship. Taking part of this with FPS phases could be reaaaally nice !

- Improve sounds, it should be really cool to have more sounds in the ship and the stations. More creaks, tremors, damaged sheet metal, consoles sounds, etc.. Add more sounds more globally, to make the game more "lifing" especially in stations and bigs ships.

If you work on this points, you will reach the perfection.

vrod
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Re: Next steps in the evolution of X4: Foundations

Post by vrod » Thu, 4. Jul 19, 21:16

While I agree on the "more interiors" on ships (and stations!), I would personally rather see their use going towards empire building and immersion. Boarding in FPS is being done in SC and will be quite nice. No need to duplicate here. I rather enjoy walking around and not having to watch my back.
Think about walking around inside the modules of your own station and being able to tweak them from within. It would give you a reason to walk around them for sure!

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mr.WHO
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Re: Next steps in the evolution of X4: Foundations

Post by mr.WHO » Thu, 4. Jul 19, 21:25

vrod wrote:
Thu, 4. Jul 19, 21:16
While I agree on the "more interiors" on ships (and stations!), I would personally rather see their use going towards empire building and immersion. Boarding in FPS is being done in SC and will be quite nice. No need to duplicate here. I rather enjoy walking around and not having to watch my back.
Think about walking around inside the modules of your own station and being able to tweak them from within. It would give you a reason to walk around them for sure!
No, Egosoft has no experience with FPS shooter gameplay - Boarding FPS is a huge no no.
Interiors for other modules? There are hundred modules!

It's better to make existing interiors like landing pad and HQ interiors more unteresting, useful and interactive (e.g. Bar for recruitment, huge command room with display screens and galaxy map) - this would be far less work intence and would imrove "interior walking mechanics".

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Axeface
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Re: Next steps in the evolution of X4: Foundations

Post by Axeface » Fri, 5. Jul 19, 04:51

mr.WHO wrote:
Thu, 4. Jul 19, 21:25
vrod wrote:
Thu, 4. Jul 19, 21:16
While I agree on the "more interiors" on ships (and stations!), I would personally rather see their use going towards empire building and immersion. Boarding in FPS is being done in SC and will be quite nice. No need to duplicate here. I rather enjoy walking around and not having to watch my back.
Think about walking around inside the modules of your own station and being able to tweak them from within. It would give you a reason to walk around them for sure!
No, Egosoft has no experience with FPS shooter gameplay - Boarding FPS is a huge no no.
Interiors for other modules? There are hundred modules!

It's better to make existing interiors like landing pad and HQ interiors more unteresting, useful and interactive (e.g. Bar for recruitment, huge command room with display screens and galaxy map) - this would be far less work intence and would imrove "interior walking mechanics".
I dont think FPS combat is completely off the table, Rebirth anyway is has a pretty polished combat experience, I think they could do it. As for better interiors, more varied (race specific) docks etc, I would love this. I love the Rebirth stations and their variety (that 99.9% of players never experienced), I hope for a push towards Rebirth like stations and docks.

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