Hello Egosoft, hello Ketraar
in regards to your current work towards the increased production module threshold per station with v7.5x,
I would like to suggest the following concerning those stations with production modules:
Use case:
The factions at start generated/later build production stations do often look dense & chaotic or "randomized" arranged.
Some exceptions, as example the newly added Quetanaut stations, do present a hard visual contrast in the matter of size/spread, logic (living modules not directly next to high risk implying production modules), aesthetics and overall "casual/visual believability" in direct comparison to the factions standard production stations.
Problem:
This contrast might highlight the "more important stations" but lowers at the same time the invitation for users to explore or scan the "standard production stations" as well as the renown "wow/X-Rebirth-effect" as users fly by, come close, or interact with them.
Hypothesis:
If the future builds consolidate the sector/cluster wide station distribution from many smaller stations to fewer & bigger stations, it could add towards the users overall reception of emptiness/loneliness in a sector, if in contrast towards that emptiness these fewer stations are providing a feel of safety, homecoming, etc. that is already triggered from afar just by their size & dimensions.
Draft for optimization:
The station-build-generation-logic could be adjusted towards a more spread out distribution of modules via additional use of connection modules & placement rulesets forbidding f.e. living quarters placed directly next to production modules.
Reasoning:
I'm sure there is already a lot of work & feedback you'll be confronted with, and I am also sure this suggestion would come with many additional problems & questions to be worked on.
But as it seems this logic got already optimized in the past, i felt the need to encourage you on this over again.
Many thanks for your continued work!
And best regards.
[Suggestion] NPC factions station build logic
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Re: [Suggestion] NPC factions station build logic
So... Less stations per sector, but make them bigger?
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Re: [Suggestion] NPC factions station build logic
I think the build plans for stations in the 7.5 beta has been adjusted to build larger stations. So this might be covered, worth testing if you're interested...
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Re: [Suggestion] NPC factions station build logic
@azaghal
Yes, I'm sorry I forgot to add important info.
This thought came up in reference to the stations allowed module threshold related changes of the public beta v7.5x: viewtopic.php?t=467969
@Y-llian]
This would be great.
Unfortunately I can't participate in the beta test, as I (have to) rely on Nvidia GeforceNow to play and Nvidia does not allow access/opt into beta builds. But I'll see once it is public.
Therefore many thanks for letting me know!
Yes, I'm sorry I forgot to add important info.
This thought came up in reference to the stations allowed module threshold related changes of the public beta v7.5x: viewtopic.php?t=467969
@Y-llian]
This would be great.
Unfortunately I can't participate in the beta test, as I (have to) rely on Nvidia GeforceNow to play and Nvidia does not allow access/opt into beta builds. But I'll see once it is public.
Therefore many thanks for letting me know!
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- Posts: 881
- Joined: Sun, 17. Nov 13, 12:22
Re: [Suggestion] NPC factions station build logic
What they need to do is make bustling sectors full of production like you see in timelines trade missions, then add remote resource sectors with not so many stations or traffic. (Great for piracy style play with a less convoluted universe, something i miss about x3. the middle of the map was all pirate territory).
Makes the universe feel small when every sector is basically the same.
Makes the universe feel small when every sector is basically the same.