Few ideas for X4

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maule123
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Few ideas for X4

Post by maule123 » Wed, 18. Oct 17, 00:00

With jumpdrives being removed I began thinking about an alternative to it that would still require the player to be more tactical in his unit placement and so on and that is a player jump gate that connects to the players own jump gate network.

It should of course be an expensive station and require energy cells as a minimum, amount depending on ship size, maybe even require both jump gates to have a x amount of energy cells to send and receive ships, it should not be an modular station so it would require the player to set up a transport network to haul resources to it

When/If you attack another faction it should generate a mission for the AI to destroy the nearest player jump gate so you would have to defend it, another idea could be that if you place a jump gate near a faction you have no or low rep with there could be a chance that they would see it as a threat and launch an attack on that gate.

I agree with the idea to remove jumpdrives in a combat scenario but for travel from point A to B its essential IMO

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Sandalpocalypse
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Post by Sandalpocalypse » Wed, 18. Oct 17, 02:35

You can't build jump gates in the lore though. It kinda messes with the universe if you can. The closest theyve come to it is the Xenon Hub from X3.
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Fedora01
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Post by Fedora01 » Wed, 18. Oct 17, 09:20

You can't build jump gates in the lore though. It kinda messes with the universe if you can. The closest theyve come to it is the Xenon Hub from X3
Not unless your the Terrans, but they've only done it a few times and I doubt they're gonna sell the blueprints to any old Tom, Dick or, Harry.
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-Dna-
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Post by -Dna- » Wed, 18. Oct 17, 10:11

Fedora01 wrote:
You can't build jump gates in the lore though. It kinda messes with the universe if you can. The closest theyve come to it is the Xenon Hub from X3
Not unless your the Terrans, but they've only done it a few times and I doubt they're gonna sell the blueprints to any old Tom, Dick or, Harry.
The Gate to the Earth in Eretics End was built in X3 Reunion by the Commonwealth (Paranid, if I remember correctly). The main issue with the portals of the X Universe is given by one required material: a focused crystal is required to connect a gate to another.
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Morkonan
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Post by Morkonan » Wed, 18. Oct 17, 16:54

Terran Gates, except for a couple, aren't "Jump Gates", though, right? They're more like "velocity gates." Or, did I take too much cough medicine when I was reading the lore? :)

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mr.WHO
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Post by mr.WHO » Wed, 18. Oct 17, 17:00

Gate in Neptune has been build by Terrans in X3:TC and connected to Ancient gate in sector next to Aldrin - however they needed Xenon HUB to do this.

IMO Terrans would be able to connect two Terran-made gates, but the problem is to transport or build the destination gate in other star systems.

Unless you have access to existing ancient gate network which went down after AP.

It too bad we don't have any info about Sol post AP, but I assume that Terrans stranded in Aldrin would be able to build second gate and connect it to Sol Neptune gate. They control both systems and know their location in relation to each other (that's how they managed to "rediscover" Aldrin in X3:TC).

Beyond that if they manage to perfect the gateless jump drive from X-BTF then they don't need gates at all (yet I think that maintenace and logistic wise it's cheaper to connect remove system via gates than jump all the way with GJD).

By the time of X4 Terrans would have quite large empire completely independent from ancient gate network.

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Vandragorax
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Post by Vandragorax » Wed, 18. Oct 17, 17:16

The X games are NOT real-time strategy titles, despite having some combat and fleet management aspects. There is NO NEED to travel from A to B instantly at any point in any X game. If you ended up in a situation where you feel you needed to be somewhere else instantly then your planning was probably not done properly in the first place, or you simply feel that responding to something happening in another area of space should be instant due to impatience.

Let's face it nobody complains that they start all X3/Rebirth campaigns without a jump drive and have to work up towards getting on. What do you do BEFORE you get a jump drive? You deal with it and play in a slightly different way which includes some planning and preparation of trade routes and escorts etc. by identifying sectors that might need to be flown through and how dangerous they are, or how many enemies you've made.

Those sort of gameplay choices and interesting decisions go completely out of the window as soon as you can instantly travel from A to B. That is why they are removing jump drives, and adding anything else like player-made gates or whatever would simply be adding all the negative parts of having an instant travel mechanism back into the game, so I vehemently disagree with it.

I think they are going the right route by having the teleportation so that you can be somewhere else instantly, in the form of occupying an existing ship or asset that you control. This allows the player to still "be everywhere at once" but without the breaking gameplay that occurs if you were to be able to warp fleets of any types of ship you want around the universe at your whim.



TL : DR - this is not an RTS game and instant travel is not a required feature. It is simply something that people have got used to, but the point is that when you play X3 or whatever you don't start with a jump drive in the majority of the game modes. You still manage, and in fact I'd argue it's more fun at that point since you have to make some real decisions and plan ahead more than when you have an instant form of travel.

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mr.WHO
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Post by mr.WHO » Wed, 18. Oct 17, 19:40

If I remeber correctly the Xtended mod for X3:Reunio had "gate ship" which allowed you to connect two ship to make artificial gate.

I think that this should be easily done by modders for X4.

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Post by Tomonor » Sat, 28. Oct 17, 03:37

Terrans have/had the technology to build jump gates, lore-wise.

In fact, after the Terrans constructed their first jumpgate, it accidentally connected to the ancient gate network, revealing the hidden network that was right in front of them.

So basically, it's not impossible for this aspect to return to any X game. But not the way you thought it out.
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darkelf1
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Post by darkelf1 » Sun, 29. Oct 17, 02:57

nice idea.... :lol: :lol:

psilva
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Post by psilva » Fri, 24. Nov 17, 10:55

A nice idea : for boarding and other aspects of the game

- a system like mount and blade (castle siege will be the ship boarding ) FPS and if the player doesn t want to go it will be calculated. This is almost a new game, I know, but it would bring x4 to a new level.

- also with this kind of system we could have more immerse stories (RPG)

- new type of missions

symbine
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Post by symbine » Sun, 26. Nov 17, 00:09

to be completely honest.

Im not really looking for to many new features.

I would like the game to work with its base features on release, any extra can be added later in either an expansion or sequel.

But if they can get the economy working, AI pathing, combat, the new stations, mining, quests/missions, a decent size universe, factions, ships types, perhaps a story and fleet control options upto working order, then i would be happy.

Im not opposed to waiting for something interesting like say, planets or asteroid colonys or more indepth features to come later.

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