Considering you're calling this "just a few enhancements" i think you don't understand how much effort, time and money it already takes to implement the space aspect of one current-gen X game, let alone how much it would take to implement a planetary walking system that a) is interesting b) doesn't end up in a big copypaste job/ultra-generic procedurally generated stuff aka No mans sky/Elite Dangerous c) while everything in the universe still gets calculated.nithilak wrote:assuming you are a dev, thats a pretty lame excuse,,maybe you neeed more material pumping artists
no offense of course, im a die hard fan and am sure i always will be.
planet side action has been desired since xbtf x-tension and shot down by devs and ultimately the uber die hard fans they landed in the very beginning, dont really expect to see it,
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im merely talking about this, just a few enhancements to what already exists.
About your first-person-shooter ideas:
Many companies struggle to make a working, interesting and engaging first-person shooter alone, despite working for years on them. Egosoft never developed a first-person shooter before, they'd have to split up their teams, so less people for the space part (which means more bugs, less features, less complete), and the other half of Egosoft probably has never developed a competent first-person shooter before. Do you think that'd work out well?
Also : Yes, walking on plantets would be nice, but what good is a 10 billion square miles planet when it doesn't have anything interesting? Again, NMS and ED come to mind. You'd actually have to find a way to make planets interesting to make it worth implementing them. Every game so far which has tried to implement planetary walking in their space sims failed miserably to make every planet and every area of it interesting and not feel generic/boring/useless.
Look at Star Citizen : They promised a super-awesome space sim, with planetary landings, fps elements, living quarters, multiplayer, character creation, and whatnot. They have been developing that for 6 years, got 150+ million dollars in funding, with 330+ developers(!!!). How much actual content do they have so far that's working properly and finished? Barely anything compared to what they promised.
And you expect the only-20-people Egosoft to do the same?
I don't think that they ever not wanted to implement planetary landing stuff or even first-person-stuff.
Would i like to have planetary walking and first-person combat inside a Xenon I? Hell yes! I'd love it.
However the limiting factor is time, manpower and money. I think many people underestimate how much work it is to implement a fully simulated universe economy and space ship sim alone. Then adding competent first-person-shooter elements on top is massive amount of additional work that can't be done in just a few weeks or months, let alone with just a small dev team and, compared to other titles, probably rather humble budget.
Not every engine, regardless of their age or awesomeness, is made for multiplayer, just like not every machine is made to swim underwater (airplanes for example are machines that don't work well underwater).also, since the new engine is so awesome, why not add a multi player option tot the game, allow your friend you invite to jump into your universe, or vise versa.
The X-game engines so far, to my knowledge, have always been specialized for single-player only. And contrary to almost every space sim game out there X games simulate almost every ship and station in the universe, at all times. That makes it extremely difficult to work in a multiplayer environment, because you'd have to keep everything (all ships, all stations, all wares, all fights, etc) in sync.