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Making the universe better.



Posted 10 years ago.
 avatar
jjhawk



I have plenty of ideas with simple ways around to make the x-universe more fun.

One of the biggest gripes about x and what makes the game seem a little amateur is the auto pilot, I have seen many threads and discussions about this when there are more simple ways to fix it. All it takes is a little common sense.

I don't remember ever seeing an asteroid in the middle of the road when I have traveled from place to place because the council would move it etc same goes for buildings cluttered along trade routes.. Most people on forums start asking about getting the auto pillock sorted out, but infact you don't have any problems in well designed sectors.

I say run a script to raise the gate up 10 km to test it, this will also allow for faster ships without collisions.

Next gripe is the gates... they are far too small, I'm sick of getting squashed by large roaming ships or afraid to fly anything bigger than an m3 through a gate.. X never had much large ship ownership in the beginning, but as we entered x2 ships grew and gates remained the same. I would double the size of gates for testing.

I will add more ideas later..

Posted 10 years ago.
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jjhawk



Anyone else sick of the energy cell dependency in x games? There are plenty of ways to eliminate it and create a more fun economy.

Lets see what you would gain... complexes wouldn't be such a pain and npc buildings would run more efficiently without having to cheat... Of course I still think factory ownership is way too easy and buildings should be at the very very least twice as expensive.

I also think ship types should only be flyable if you have enough pilot experience, making lower class ships more enjoyable to fly would also help.

Piracy is way too easy, even tm class ships are too easily dispatched in TC and they have 200 mj shields fitted. I say have 200 mj shields on short range ts and decent firepower on long range ts.. Give pirates something to worry about.

Weapons in TC are a joke, anyone who knows me will tell you how much I detest the special weapons such as ion and shockwave generator, but now we have something that makes anything I have seen before look laughable. Why is it that very few factories make them plasma burst generators yet every m3 is full of the overpowerd cheat weapons. I say make sure easy mode weapons are kept to a minimum, same goes for missile spamming.

The player HQ was a big let down. By the time you have managed to obtain this building you already have more money than sense to splash on whatever you want. I loved Roguey's Khaak start, because it made the player HQ a little more feasable although I never understood why you have to add money to build your own ships, maybe you are paying a patent fee to the race that designed them.. I say have a building that researches new designs of your own.

Shipyards (like phq) Why not have them have resources delivered such as engine components and teladianium paneling in order to produce the ships etc.. This also harks back to a new economy eliminating energy cell dominance.

Posted 10 years ago.
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Roguey



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You make some good points there jjhawk.

I agree that shipyards should require resources to build ships. At the moment they feel that they simply generate ships out of thin-air.

I remember in one of the Terran Conflict videos, that the economy had gone under major redevelopment, although there are no signs of this. Just more stations, no new dependences and no improvements to complexes (something id like to seen).

I also agree that weapons in TC arent much 'fun'. Too spammie, confusing and too high damage (often a kill in one shot). Shield effects would of been nice as well. I would of liked to see changes to the ship damage system too: when you hull gets hit, rather than destroying cargo (ie. its gone) why not be able to repair it at a shipyard? also only damage equiptment when the hull is less than 50%, its crazy that you can lose a shield or gun at 99%!

hmm... Pilot experience.. what about making it Pilot license? You get car licenses... why not for ships? You start off only being able to drive say M5's and TS's but need to 'sit' exams so you can drive the bigger ships - maybe each race could keep a police record? ie. points on your license? Stray gun shots would not count either.

as for the gates, bigger yes and also needs some code to check which 'parts' of the gate are free. Why do you need to head for the middle every-time - especially when your ship is small. This would reduce the odds of rearing another ship after jumping.

I guess ego should have 'cleared' asteroids away from the main routes too... again like you said, the council job of cleaning the 'roads' why would it be anything different in each sector?

Posted 10 years ago.
 avatar
bchan



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I think all shots from laser weapons should travel at at least 1200m/s and average range should be at least 5km. And they should also do much less damage. And how about weak spots on ships?

Accurate shooting is far more fun than the current spray-and-pray system. Sniper

Posted 10 years ago.
 avatar
jjhawk



Another idea that Bob Hope came up with is making missiles into an actual weapon that you fit at the expense of regular lasers.. Of course he had this idea back in x2 days when you had a max of 3 weapon mounts at the front on a fighter.

The idea is still viable as this could be used to cut down missile spam by regulating the reload rate like a normal laser.

Yeah Roguey the pilot license thing is kind of what I was hinting at, why i mentioned experience (meaning your pilot rating) before you can pilot a certain class of ship. So fighting rating for fighter ships and economy rating for bigger ts ships upto tl size and a mixture of both for big bulky capitol ships maybe.

Posted 10 years ago.
 avatar
jjhawk



Another idea is bringing back internal docking.. The new shipyards in TC have it, I think the best solution is the Teladi trading station type where you enter and exit on opposite sides to avoid collisions.. I did check out a mod recently with internal docking on all stations, but the Teladi type is far superior.... Oh the Terran stations are a joke and badly designed for docking (Earth Torus is painful) And the worst thing about TC is Aldrin, I despise that sector Big grin

Posted 10 years ago.
 avatar
jjhawk



Revised economy ideas.

Idea:- Most buildings need no energy cells, but produce slower to take into account energy production.

Idea:- All buildings require actual workers who are recruited from a planetary dock before they can start production.

New defence buildings:- Fast response outposts connected to satellite network (cycrow has a script that can be used for this and military outpost buildings are in-game) Cutting down traffic greatly.

With internal docking on all buildings we can go back to stations owning their own trade and defence ships (badly needed change) again traffic reduced and makes more sense. As a result this will make the economy more fun again as x3 and tc ut type trading leaves much to be desired quite frankly and I have no clue why they changed it.

Planetary dock:- All sectors recruit men and women to be pilots and workers. This building requires basic food stuff and produces passengers.. (they are supposed to be transported here from the nearby planets in the system.) The dock houses tp class ships and defence ships to transport the passengers to buildings that need them. (( Note this would be the primary building for every sector if sector takeovers are introduced so houses and very slowly trains its docked marines))

Pilot training facility:- All ships require a pilot, lowly trained pilots can become freight pilots. Better training allows for them to pilot fighter ships. Passengers are transported here from the planetary dock to be trained. The station needs to be stocked with fighter ships and fighter drones. From here small m5 patrols can launch and fight fighter drones etc (might be a little too much scripting though) but fits the description. Station needs food , fighter drones and hand weapons..

Science training facility:- Trains scientists needed for research buildings and gets recruits from the planetary dock. The building requires food, microchips, quantum tubes, computer components and crystals.

Research buildings:- A little like the research methods in games such as civilisation etc. Plans for upgrades, weapons and new ships blueprints are researched here. The station requires teladianium, crystals, microchips, quantum tubes, computer components and food. (more on this later)

Marine training barracks:- No energy or silly stuff like space fuel. instead replace with passengers from planetary dock.

Water purification buildings and ice etc:-. Water replaces energy cells for bio buildings such as agnu beef, flower farms, teladianium, etc etc..

Engine components:- Used in ship building, requires oil and teladianium or ore.

Oil refinery:- refines chemicals into oil. Requires chemicals and cloth rhimes.

Chemical plant:- Produces chemicals from bio food stuffs such as agnu beef etc and water..

Teladianium paneling:- requires oil and teladianium.

Hull plating:- requires oil and ore.

Zybex plating:- requires oil, teladianium and nividium. (bio self repairing hull technology)

Nividium mine:- no need to describe this :P

Ice mine:- no need to describe as the terrans already have them. :P

Better shield and weapon production buildings:- Just like those in-game a shield production facility produces more than one type of shield etc cutting down on clutter greatly..
__________________________________________________________
New ship upgrades can be researched and added to equipment docks..:-

Shield recharge booster:- Increases the shield recharge rate on a ship.

Weapon recharge booster:- as above but for weapons.

Self recharging jump drive technology:- The jump drive recharges like a shield but more slowly rather than using energy, this reduces how often you can jump large distances, but cuts out the need for carrying masses of energy cells.. Better for low cargo hold ships such as paranid ones etc.

Enhanced gravidar technology:- fix gravidar lol

Sniper vision extension:- Increase the effective range of mounted lasers by a small amount.

Escape pods:- Fitted to all ships to allow defeated pilots to fight again. (The pilot goes back to his nearest home defence station)

New ship blueprints are added to race shipyards.
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Posted 10 years ago.
 avatar
jjhawk



bchan said...

I think all shots from laser weapons should travel at at least 1200m/s and average range should be at least 5km. And they should also do much less damage. And how about weak spots on ships?

Accurate shooting is far more fun than the current spray-and-pray system.
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Thats all good and well, but I tried a mod where pulsed beam emitters were given the same range as plasmas and it makes xenon ridiculous even with reduced firing rate. So you are left with a massive rebalancing issue.. I suppose roguey could make a sniper type weapon to replace some of the silly ones in-game, but it would have to have its firing rate very very low to avoid it becoming overpowered.

Increased weapon range takes away any feeling of dogfighting, not like x3 and tc have any dogfighting anymore.. I suggest trying x2 bchan if you aint already and you will see what x3/tc has lost...

X2 fighting was more personal and flight sim like. X3/tc is like a shootem up..

I trust roguey will be rebalancing the weapons as it is as he did a commendable job in his x3 mods so I wouldn't worry too much myself.

Posted 10 years ago.
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Roguey



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erm.... Leave

j/k... I agree with quite a few points you have made. I liked to seen realistic shields added too (ie. they charge to 100% and only recharge when you Havant been hit for awhile), or you only recharge your shields when they are off.. ie. we are under attack, shields up! I also like the system energy management system found in Freespace 2 (were you can assign power to either engines, shields or weapons).

I think with the shooting, it should be in-between both, ie: less spray (I hate it too) and more accurate (but not too accurate). I am not sure the range needs increasing - too long and it will turn back into a spray gun.

The thing which puts me off doing a TC mod is that there is simply more things to 'fix'/'improve' than X3, some of they cant be fixed like the removal of the BBS. I feel also that the game is overcrowded (too many rocks, ships, stations, sectors). I was never a fan of variants, seamed be a quick way of boosting ships.

I did hope that TC would be more like X2 but it was even further away.... *sigh

Posted 10 years ago.
 avatar
Gomorragh



Thing is, ive tried to play tc, but got bored quickly, i didnt even get bored trying to do the x startup, where you owe teladi 3500 and you only have 100 credits and a ship with only a boost extension and nothing else at all, the stations are just too large while holding less ships, and plainly, everything is less trade more shooty ... and less shooty more missile spam.....

Cmdr Gomorragh - Stares at players, just waiting ......
Posted 10 years ago.
 avatar
Roguey



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That's true, I remember that I had to upgrade the docking points on the shipyard (6 capitals, but only 5 smaller ships). So I added a couple more docking arms. You would think that a big shipyard could dock more than 5 fighters ROFL

Its all these smaller things which never got improved, adding a boat load of ships wasn't the only thing that X3 needed.

Posted 10 years ago.
 avatar
Gomorragh



thing is, the phq from x3r was the perfect trade station/equipment dock/shipyard, wasnt too big, looked ok, plenty of capship docking, and the finaliser, internal docking ....

Cmdr Gomorragh - Stares at players, just waiting ......
Posted 10 years ago.
 avatar
jjhawk



Making a new universe is the way to go Roguey.. Takes alot of time up, but so much could be improved and the fun of exploring a whole new universe would make it far more interesting... Like I mentioned in a previous post; I have what I consider a great story to back it up too... (better than any story Egosoft can come up with)

I did start making my own universe a while back, but I thought you had lost interest with X and began modding Neverwinter nights... If you want to do a TC mod I will help as much as I can and if you want to hear my new universe story idea let me know, but we should really be adding this stuff to a dev forum as no doubt your ideas will get pinched as usual.

Like Gomorragh I have been playing the original x and extension recently and lots of ideas got lost, for example in the first game when you bought a factory you had options to stock your factory with ships in a menu, but this stopped in extension. Your stations restocked its ships like the npc factories did in x2...

Posted 10 years ago.
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Roguey



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I agree with the map, it would fix a lot of issues however I did once try to make one for X3 (based on the same idea). I must of only got 5% completed - who would think building an universe would take so long? Wink

This is a picture of it (with the wrong sector names):
Picture

At the moment I been busy with the site, upgrading things, fixing stuff and new modules. Its nice to have the forum and the user registration system working (they were no simple tasks either)! ... However I am currently working on another 'system' which based around 'fun'... Driving... whoops I said too much already Leave

Posted 10 years ago.
 avatar
jjhawk



Aye lets face it.. the universe in tc is boring. I might even start making a universe myself again.. Even if not changing anything major like economy etc it can be made far more interesting and less cluttered...

It needs a major overhaul to be honest, but having the time to fix everything would take ages..

Ahh I can see what your doing there Roguey Big Grin You gave a hint in an earlier post :p

Posted 10 years ago.
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Roguey



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Like you said: its having the time to do it. The current map is from X2, in-which extra sectors have been 'bolted' over time, leaving the whole thing messy. More or less the same stations are at the same cords! I think I lost the xml for the map above Cry


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