Player. wrote:
The thing is that there is still so much potential to explore outside of stations which can be integrated and applied better than these horrific models and FPS sequences that aren't Egosoft's specialty.
The main focus in terms of both eye candy and development should be the space aspects and ships. I will remind you that X games don't have modular ship designs after 6 games... This means we can't destroy engines, sensors and other aspects of ships and opening these up could bring up a whole new array of gameplay mechanics.
That is just one example, among other things I can think of is resolving the bad guy issues... As of X3AP we have too many bad guys and this is once more an example of Egosoft stretching itself too thin and not giving us properly fleshed out bad guys to fight and fear of.
Right now we have the Xenon, Khaakh, Pirates, Terrans and other "evil" corporations who are all supposed to be bad and fearsome yet neither of them is deep enough for players to care about.
Lastly Egosoft really needs to streamline the whole transition between single ship gameplay and fleet gameplay, right now the game itself isn't really built to make any clear distinction between the two making the transition very uncomfortable and cumbersome to manage and they had 6 games to get that in order, while they had complemented improvements in these areas it is still not nearly at the level is should be.
I would like to agree and disagree with you here as I believe you are off on a couple of your observations
1) Main focus = space aspects and ships/fleet.
- I agree with this and do think that the station walking sequences detracted a lot from X:R's development time, to the detriment of the rest of the game.
2) Modular ship designs
- I'm not sure why you think we don't currently have modular ship designs? In X:R it is entirely possible to destroy any capital ship's: shields, engines, radar, weapons all independently. Sure more could be done with this system, and looks like it already has been done since in the reveal video we were shown modules on ships that actually look vastly different based on what they are, weapons you can tell from the outside what types they are and see them in 3d models not just everything looking like the same boring turret.
3) The bad guys
- I agree with you here that the 'bad guys' need more player interactions. X:R already went a little way with this, I often saw Xenon destroyers trying to siege populated systems, although they usually got hammered by station defences pretty quickly, they did ramp up in presence through the late game.
4) Streamline transition between single ship and fleet gameplay
- I would say that this is EXACTLY what they are doing with the new map abd teleportation system that was shown off in the presentation. I'm excited most about this feature to see what they do with it, as it is already looking like a proper management UI (and that is precisely what the map should be in all honestly).