Re: X3 Terran conflict
Posted: 2011-07-01 08:22am
Yes, SETA is a per-ship upgrade. You get it in your starter ship, but a new one you buy is stripped of it. What a brilliant idea they had there...
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Purple wrote:Personally I think X3TC is a brilliant game. Firstly its a sandbox, and that in it self is an improvement over most other games as it actually lets you do what you want and does not railroad you into a single unavoidable plot. On the other hand, you have plots, several of them for those that like to mess around with them.
And how exactly does X3 not allow you to reference things? All things are clearly shown in the status screen for your ship. (the properties one shows you all installed equipment.)PeZook wrote:It...is a good thing to have to fiddle with what should be a game feature or lose it? What? Because it "requires intelligence"? It requires memory. By that token, if my game makes you remember all essential numbers you need to play instead of letting you reference them, it's a good game.
If you can pull that off, that only means you have extreme luck or have spent so much time playing the game that you have broken the system. If you play it long enough, anything can happen. It's a sandbox after all. You can well have a million factories churning out infinite missiles too.True about the battleships, yeah. But it's hardly balanced when the player can massacre entire systems with one missile frigate or build up empire-shattering navies using nothing more than cargo transports.
Serafina wrote:Actually the ship classes are as follows:
M1: Carriers; M2: Destroyers (for all purposes battleships); M3: Fighters, M3+: Heavy Fighters; M4: Interceptors, M4+: Light Fighters; M5: Scouts; M6: Corvettes; M6+: Heavy Corvettes; M7: Frigates; M7M: Missile Frigates; M8: Bomber
No, the largest combat ship does not equal battleship. A battleship is by definition a heavily armed and armored combatant designed to engage other battleships in combat. M2 frigates are just that, frigates designed to escort carriers and engage smaller craft. Try killing an escorted M1 with frigates some time.Anyway, Destroyers are for all intents and purposes battleships: The largest capital ships around with plenty of shields, armor and firepower, as well as slow and ponderous.
Well than it's your fault for playing unmoded. Go on the X3 forum and everyone will tell you that the whole approach to the X universe by its creators is that moders should patch any gaps they leave. They even have mods that were released with the game on the game CD with the recommendation that you don't bother playing without them. Those things are patches in all but name.While there is such a thing as anti-fighter weaponry on larger ships, the AI never uses it as point-defense against missiles in the unmoded game. In the unmoded game there IS no such thing as point defense. A missile frigate can fire missiles that outrange every other weapon in the game by a huge factor, are highly mobile, deal heavy damage and which can be fired in rapid succession - and it carries plenty of it. It IS an utter gamebreaker in an unmodified game, which is why introducing point-defense is the purpose of several different mods.
There is no such thing as balance. There is only fun and not fun. A game can be incredibly unbalanced and yet fun or incredibly balanced and yet boring (think chess).Stark wrote:Purple wrote:Personally I think X3TC is a brilliant game. Firstly its a sandbox, and that in it self is an improvement over most other games as it actually lets you do what you want and does not railroad you into a single unavoidable plot. On the other hand, you have plots, several of them for those that like to mess around with them.
You mean just like Space Rangers, which manages to have all that and yet not be fundamentally mechanically broken or amazingly boring?![]()
It isn't surpising to hear that most people don't care about balance in a single player game. They're just about feeling tough and powerful anyway, right?
Start reading. M2 is a destroyer, the M7 is a frigate. Yes, the frigates are escorts, but the bigger, tougher destroyer are more like capital ships than any other ship.M2 frigates are just that
So the creators are too lazy to do their work? jesus...the whole approach to the X universe by its creators is that moders should patch any gaps they leave.
Well, then aren't you just a complete ingrate, particularly if you think chess is boring.incredibly balanced and yet boring (think chess).
You can't wish the concept of balance out of existence, you know.Purple wrote:There is no such thing as balance. There is only fun and not fun. A game can be incredibly unbalanced and yet fun or incredibly balanced and yet boring (think chess).
This is the dumbest fucking thing i've ever heard anyone say in G & C.Purple wrote: There is no such thing as balance. There is only fun and not fun. A game can be incredibly unbalanced and yet fun or incredibly balanced and yet boring (think chess).
It's another thing to do (by scrolling through lists) which doesn't actually add anything to the game:the only consequence of not installing SETA is that you don't get time compression. A well-designed interface automates repetitive and tedious tasks, while allowing players to make decisions that impact the game. It doesn't burden the player with tediousness. Or would you say that it would be awesome if the player had to stock the ship's galley, arrange a safety inspection, wipe the windows, give himself an enema, don his spacesuit and run through a 600 point preflight checklist before undocking?Purple wrote: And how exactly does X3 not allow you to reference things? All things are clearly shown in the status screen for your ship. (the properties one shows you all installed equipment.)
And some people do not like obsessively going through every city and playing three hour turns. A well designed game should allow you to automate those tedious tasks while letting you make decisions: Civ 4 actually does that (sort of, not particularly well) by using quick summary screens, governors, build queues etc.Purple wrote: You seem to think that automation of everything is the key. Well I beg to differ. You are probably one of the people who does not enjoy micromanagement either. Have you ever plaid Civilization 4? An example from there, I am the kind of player who goes through each of his 40 cities in every turn to check for changes that the interface would show me if I did not turn it off becouse it's fun.
Uh, what? It's not difficult at all. Cargo transport are CHEAP, drones are even cheaper. Missile frigates can be trivially taken over via boarding and then they literally don't need to do anything but spam missiles from a distance from the system's warp gate.Purple wrote:If you can pull that off, that only means you have extreme luck or have spent so much time playing the game that you have broken the system. If you play it long enough, anything can happen. It's a sandbox after all. You can well have a million factories churning out infinite missiles too.
Right: the "use mods" defence. The product sucks, but mods make it better and maybe not broken.Purple wrote:Well than it's your fault for playing unmoded. Go on the X3 forum and everyone will tell you that the whole approach to the X universe by its creators is that moders should patch any gaps they leave. They even have mods that were released with the game on the game CD with the recommendation that you don't bother playing without them. Those things are patches in all but name.
You say there's no such thing as balance,and then turn around and say chess are balancedPurple wrote:There is no such thing as balance. There is only fun and not fun. A game can be incredibly unbalanced and yet fun or incredibly balanced and yet boring (think chess).
Without the 600 point checklist, hell yes. The older X games had you manually open the cargo bay to pick items up. And some realism in terms of having to buy your own food, water and oxygen supplies would surely be fun to have.PeZook wrote:It's another thing to do (by scrolling through lists) which doesn't actually add anything to the game:the only consequence of not installing SETA is that you don't get time compression. A well-designed interface automates repetitive and tedious tasks, while allowing players to make decisions that impact the game. It doesn't burden the player with tediousness. Or would you say that it would be awesome if the player had to stock the ship's galley, arrange a safety inspection, wipe the windows, give himself an enema, don his spacesuit and run through a 600 point preflight checklist before undocking?
Ergo scripts. If you fail to use the means that have been placed at your disposal it's your loss.And no, X3 does NOT present information in a clear way. Can you easily check the total cash flow of your factories over time? Can you easily see where your ships are, whether or not they are in trouble and if you can send them help? Those are critical functions that the interface fails utterly at. You don't even have a strategic map of your assets in the game, you get a list that says "Factory name - Factory type - System Gbyrgyzhlad"
Its a function of personal preference. I like big complicated games with a steep learning curve that you can't just drop and pick up like minesweeper but actually have to mentally exert your self to play.But yeah, having to memorize the entire game map in order to have an idea of the location of your assets is totally awesome and requires intelligence so it makes the game better.
Don't be foolish. My longest turn took only 7 minutes.And some people do not like obsessively going through every city and playing three hour turns.
I think that since we both know Civ 4 we can come to a sort of understanding by naming Civ 4 examples.A well designed game should allow you to automate those tedious tasks while letting you make decisions: Civ 4 actually does that (sort of, not particularly well) by using quick summary screens, governors, build queues etc.
Don't you think playing like that is a little cheap?Uh, what? It's not difficult at all. Cargo transport are CHEAP, drones are even cheaper. Missile frigates can be trivially taken over via boarding and then they literally don't need to do anything but spam missiles from a distance from the system's warp gate.
Exatcly, don't dismis the product if mods make it into something great. By doing so, you lose that something great.Right: the "use mods" defence. The product sucks, but mods make it better and maybe not broken.
Scroll with your keyboard? I usually have a pen and paper by my side to make lists of things to do and combinations and a couple of spreadsheets open on the side to calculate the optimal combination of equipment to use for my M3 fighter escorts for my traders so that I can maximize long term profitability while minimizing loss to defensive capacity.It doesn't matter that mods can't change, say...the horrible interface. You will still have to scroll through lists with your keyboard to perform simple tasks.
It's really sad that there was a wave on 'internalising' that stuff (automapping, quest journals) but they never went further. Most turn-based games could benefit from conditional reminders or milestones, for instance, and it'd be fucking easy to do (ps steal Outlook's calender) so you didn't have to mendaciously fuck around like a caveman, but nobody does.weemadando wrote:Y'know I don't mind games that I use pen and paper for. I often do it in Blood Bowl or in larger turn based strategy games to remind myself what my long term plans are in case I have to stop playing.
But there should be a decent note-taking/stat tracking feature in a goddamn trading game.
I remember playing Morrowind back in the day with a crazy map program which let you drop notes onto the map and all the rest.Stark wrote:It's really sad that there was a wave on 'internalising' that stuff (automapping, quest journals) but they never went further. Most turn-based games could benefit from conditional reminders or milestones, for instance, and it'd be fucking easy to do (ps steal Outlook's calender) so you didn't have to mendaciously fuck around like a caveman, but nobody does.weemadando wrote:Y'know I don't mind games that I use pen and paper for. I often do it in Blood Bowl or in larger turn based strategy games to remind myself what my long term plans are in case I have to stop playing.
But there should be a decent note-taking/stat tracking feature in a goddamn trading game.
Shit, Space Rangers letting you 'save' messages as a reminder later blew me the fuck away and that was 2008.