Player Headquarters and its Capabilities
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Player Headquarters and its Capabilities
If I recall correctly, there was mention of a player headquarters as a plot
reward. I was just wondering what capabilities a station like that should have.
Will we have any need to reverse engineer unique ships in X4 to obtain blueprints
for their production in the game?
Will we have any control over the build of the station, so that we could add extra
components to it, like the other stations in the game?
Having a base that is part shipyard, warehouse and research centre seems to be like a good idea to me.
reward. I was just wondering what capabilities a station like that should have.
Will we have any need to reverse engineer unique ships in X4 to obtain blueprints
for their production in the game?
Will we have any control over the build of the station, so that we could add extra
components to it, like the other stations in the game?
Having a base that is part shipyard, warehouse and research centre seems to be like a good idea to me.
It was a woman who drove me to drink... you know I never went back and thanked her.
Don't try to outweird me, three-eyes. I get stranger things than you free with my breakfast cereal.
Don't try to outweird me, three-eyes. I get stranger things than you free with my breakfast cereal.
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Re: Player Headquarters and its Capabilities
+1ZaphodBeeblebrox wrote:Having a base that is part shipyard, warehouse and research centre seems to be like a good idea to me.
It would also be nice if it had some degree of customisation, perhaps several module "slots" of the player's choice - this way, perhaps, the player could choose to produce some of the ship components, or perhaps drones, at the same station, or alternatively opt to keep those off-site but expand the storage or shipbuilding capabilities instead, for example.
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Boron passenger: "You must hurry - my testicles are drying out!"
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Boron passenger: "You must hurry - my testicles are drying out!"
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Re: Player Headquarters and its Capabilities
Hi,RAVEN.myst wrote:+1ZaphodBeeblebrox wrote:Having a base that is part shipyard, warehouse and research centre seems to be like a good idea to me.
It would also be nice if it had some degree of customisation, perhaps several module "slots" of the player's choice - this way, perhaps, the player could choose to produce some of the ship components, or perhaps drones, at the same station, or alternatively opt to keep those off-site but expand the storage or shipbuilding capabilities instead, for example.
I can imagine a game start, where the player ONLY owns a small core of a headquarter and no ships, so he has to trade for wares with adjacent stations until he can build his first ship ...
Nothing for "Fight" oriented players...
cu
Rainer
Quite like the idea of a start with a small run down station to start with but it would be open to many varying opinions ( to put it mildly) on where the station would be likely placed .... unless you started with just a basic CV.
Ah !!!,... but then at the start you would not know where your preferred location would be.... mmmmm !!!
Ah !!!,... but then at the start you would not know where your preferred location would be.... mmmmm !!!
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No CV. Just an area, where enough NPC traders visit your station to trade the wares sufficient for a ship you already have the blueprints for. And in the meantime you can go EVA, use the repair laser on the station and find hidden lockboxes ...birdtable wrote:Quite like the idea of a start with a small run down station to start with but it would be open to many varying opinions ( to put it mildly) on where the station would be likely placed .... unless you started with just a basic CV.
Ah !!!,... but then at the start you would not know where your preferred location would be.... mmmmm !!!
Just dreaming
Rainer
I can see this happeneing in a story mode.
Uncle dies and left you a run down station whcih you can restore to life.
What i would like to see if customised story, allow me to choose which sector the station is in out of 3 for eample and how much money was left to me by my uncle small, medium, large, did he leave me 1 or 2 ships.
I was considering doing something like this for X3 mod.
I can then set my own back story for the start of the game anyway.
Uncle dies and left you a run down station whcih you can restore to life.
What i would like to see if customised story, allow me to choose which sector the station is in out of 3 for eample and how much money was left to me by my uncle small, medium, large, did he leave me 1 or 2 ships.
I was considering doing something like this for X3 mod.
I can then set my own back story for the start of the game anyway.
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Re: Player Headquarters and its Capabilities
RainerPrem wrote:I can imagine a game start, where the player ONLY owns a small core of a headquarter and no ships, so he has to trade for wares with adjacent stations until he can build his first ship ...
Nice ideas, in my opinion!PabloRSA wrote:I can see this happeneing in a story mode.
Uncle dies and left you a run down station whcih you can restore to life.
I particularly like the idea of a "zero-ship" start, with a small station with nothing but a dock and modest storage, allowing for some trading. It would be for patient players, as such a start could be quite slow (rather like Goner Witness if you don't allow yourself to bail and sell the Ranger.)
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Boron passenger: "You must hurry - my testicles are drying out!"
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Born on Lave, raised on Freeport 7...
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The Write Stuff
Boron passenger: "You must hurry - my testicles are drying out!"
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Born on Lave, raised on Freeport 7...
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The Write Stuff
I love that idea, seeing as player ships are getting to be less and less a thing (what with cap ship bridges someone else pilots, and teleporting to whatever ship happens to be present far away).
So I'd like to see the PHQ have a 'operations base' module where the player can fly his empire from behind a desk. A big wooden desk with a little nameplate on it. And a futuristic executive metal toy.
So I'd like to see the PHQ have a 'operations base' module where the player can fly his empire from behind a desk. A big wooden desk with a little nameplate on it. And a futuristic executive metal toy.
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And different options you can have a mechanic (or rather, interior decorator) install for yougbjbaanb wrote:So I'd like to see the PHQ have a 'operations base' module where the player can fly his empire from behind a desk. A big wooden desk with a little nameplate on it. And a futuristic executive metal toy.
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Boron passenger: "You must hurry - my testicles are drying out!"
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Born on Lave, raised on Freeport 7...
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The Write Stuff
Boron passenger: "You must hurry - my testicles are drying out!"
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Born on Lave, raised on Freeport 7...
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The Write Stuff
hhmmm hi too all players ,just a thought I was wondering what capabilities a station like that should have,hmmm im thinking not just blue prints of military ships,but a little more kick in ship speed,energy and like armor upgrade 2x- 4x thick hulls.hmmmm color coded armor? maybe,.bye all.
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gbjbaanb wrote:I love that idea, seeing as player ships are getting to be less and less a thing (what with cap ship bridges someone else pilots, and teleporting to whatever ship happens to be present far away).
So I'd like to see the PHQ have a 'operations base' module where the player can fly his empire from behind a desk. A big wooden desk with a little nameplate on it. And a futuristic executive metal toy.
From what they've shown us of the Module building, It would be prudent to have a large central module, unique looking to anything you've seen.. Circular something like this.
http://aliens.humlak.cz/aliens/aliens_p ... base00.jpg
It would have opposing module slots that you would use to connect the pieces together. Add a Shipyard cradle or something else.
Like the interior changes you can buy for the Skunk, only for your Main Office/Personal Suite.RAVEN.myst wrote:And different options you can have a mechanic (or rather, interior decorator) install for yougbjbaanb wrote:So I'd like to see the PHQ have a 'operations base' module where the player can fly his empire from behind a desk. A big wooden desk with a little nameplate on it. And a futuristic executive metal toy.
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Yup, that's exactly what I meant.spankahontis wrote:Like the interior changes you can buy for the Skunk, only for your Main Office/Personal Suite.RAVEN.myst wrote:And different options you can have a mechanic (or rather, interior decorator) install for yougbjbaanb wrote:So I'd like to see the PHQ have a 'operations base' module where the player can fly his empire from behind a desk. A big wooden desk with a little nameplate on it. And a futuristic executive metal toy.
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Boron passenger: "You must hurry - my testicles are drying out!"
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Born on Lave, raised on Freeport 7...
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The Write Stuff
Boron passenger: "You must hurry - my testicles are drying out!"
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Born on Lave, raised on Freeport 7...
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The Write Stuff
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- Joined: Wed, 18. Jan 06, 07:39
Hi,gbjbaanb wrote:I love that idea, seeing as player ships are getting to be less and less a thing (what with cap ship bridges someone else pilots, and teleporting to whatever ship happens to be present far away).
So I'd like to see the PHQ have a 'operations base' module where the player can fly his empire from behind a desk. A big wooden desk with a little nameplate on it. And a futuristic executive metal toy.
this is exactly what I'm missing when walking around on my own stations in X:Rebirth. The manager doesn't even bother to get up, when I enter the room.
cu
Rainer
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Maybe we could have a Bobble Head collection as in the Fallout games.
If each of the Ego staff had a bobble head made, finding them would give
a bonus to some part of the game.
Bernd seems to like trading, so finding his bobble head would give a bonus
to station production.
If each of the Ego staff had a bobble head made, finding them would give
a bonus to some part of the game.
Bernd seems to like trading, so finding his bobble head would give a bonus
to station production.
It was a woman who drove me to drink... you know I never went back and thanked her.
Don't try to outweird me, three-eyes. I get stranger things than you free with my breakfast cereal.
Don't try to outweird me, three-eyes. I get stranger things than you free with my breakfast cereal.
I like the idea of a run-down, second-hand, budget-bin station that you start out with. At first, it's very basic, offering few frills other than a place to store things with a few docks.birdtable wrote:Quite like the idea of a start with a small run down station to start with but it would be open to many varying opinions ( to put it mildly) on where the station would be likely placed .... unless you started with just a basic CV.
Ah !!!,... but then at the start you would not know where your preferred location would be.... mmmmm !!!
But, then, the player can build on it, adding capabilities in order to customize it for their own use. Maybe they want it as a front-line station, to hold its own against attack. OK, they'll add torpedo launching facilities, fighter bays, a marine barracks, a repair facility, shield units, extra armor, etc..
If a player wants it primarily as a trade-station, they'd add lots of warehouse space, dockspace, some trade facilities stocking a few high-profit goods, a cantina, entertainment facilities, maybe a small shipyard that can sell small and medium ships or repair them, etc.
In other words, give the player a facility of their own that is usable, at first, but not overly powerful, and let them tailor its capabilities, giving them a free hand in creative play and design.