Author Topic: X3 Terran Conflct  (Read 1675 times)

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Fragamemnon

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X3 Terran Conflct
« on: January 16, 2009, 03:22:11 PM »
So after a week of being sick and a diversion to play through Crysis (which is totally ace, but for another thread) out of fear that this game would smack my ass down silly, I finally hooked up the X52 pro and started playing X3 Terran Conflict in earnest. It's the last game in the X series from Egosoft, and is pretty much a series I've avoided for a long time due to the fact that in the past I've not been a fan of elite-style trader simulation in my space sims.

X3:TC is sort of changing that though. I started the game as a "humble trader" which gave me access to a freighter and a really pitiful escort fighter, offers me some flight training if I need it, and then dumps me in the universe. I have a mission icon that I can go to start the story, but there's no rush-it'll start when I'm good and ready to get there. The game's universe is really designed for player created and driven goals, so I've decided to start up a trading and production empire first in my area of space, get a factory installation or two running and a series of experienced traders, and buy a M6 (corvette) or M2 (capital ship) first, then do some story stuff if I really fee like it. I am going to get me a nice M3 (heavy fighter) too so that when I get bored HAULIN' I can go find pirates and rape their ships for cash.

The trade mechcanics in the game are very dynamic-there are no set "money" runs that you can do mindlessly, so you have to be using the game's tools and interfaces to get the current prices from multiple places and, once you find something good, buy it and usually THEN find a decent seller. Thanks to some forum threads and this huge mismash guide ( http://apricotmappingservice.com/X3TCdownloads/X3-Handbook-v3.zip ) I've gotten a decent idea what kind of goods to move early, and the time compression and interface make getting around and trading pretty quick and easy. It's definitely a step above sitting their mining a rock in EvE Online, and I suppose that was just what I was looking for.

Combat is pretty standard fare, not as action oriented as a Freespace of course, but it does handle the different sizes and classes of ships in a believable manner and there is all sorts of interesting upgrades and weaponry that go on ships big and small. You can take control of huge carriers with fighter compliments and battleships to piloting fighters in your career, and that sort of range and diversity (the capsicum really work way differently, you have to work firing arcs and manage power) is really appealing to me to keep the combat fresh. There are missions and storylines in the game that are actually designed around these large scale encounters, and I'm really looking forward to tackling them.

Only a couple of gripes so far-the game is woefully under documented and the fan documentation is rough. It looks like I will have to install a fanmade ERP system later on to manage my installation/factory supply chains, and I've already got a suite of excel spreadsheets downloaded with ship information and weapons statistics, along with production and upkeep costs and break even times. Some of this stuff sure would be nice to have better documented in game. The basic game controls themselves are pretty easy to get the ropes on and work great with my HOTAS setup, but really it's secondary to understanding the station and trading panels in the game.

The game itself is beyond gorgeous on my GTX 260. The music is all vangelis ambient awesome too, which is the perfect backdrop to a low-intensity outer space game like this.

Anyway thumbs up for this one so far. I'll update this thread after the weekend when I should have the credits starting to roll in and can do some more stuff.
hex

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Re: X3 Terran Conflct
« Reply #1 on: January 16, 2009, 03:32:16 PM »
One of these days I'll set aside a few hours to figure how to play X3.
dog

Fragamemnon

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Re: X3 Terran Conflct
« Reply #2 on: January 16, 2009, 07:40:30 PM »
In addition to a mod that provides a full enterprise resource planning and distribution system in game, I also found one that implements a complete capital ship fire control system.

maybe that sounds boring to you, but to me it's simply erotic.

Gonna play this all freakin' weekend. Read like 30 pages of the huge thread on it over at SA and feeling a LOT more confident about how to proceed with the game.

edit: some people have youporn, I have this:drool
« Last Edit: January 16, 2009, 07:48:54 PM by Fragamemnon »
hex

chespace

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Re: X3 Terran Conflct
« Reply #3 on: January 16, 2009, 09:38:45 PM »
Should I play this game?

Sounds like shit.



CajoleJuice

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Re: X3 Terran Conflct
« Reply #4 on: January 16, 2009, 09:42:50 PM »
Should I play this game?

Sounds like work.
.

also chespace is PD

wait, apparently not :lol

he once had that same avatar
« Last Edit: January 16, 2009, 09:55:06 PM by CajoleJuice »
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chespace

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Re: X3 Terran Conflct
« Reply #5 on: January 16, 2009, 10:02:38 PM »
Should I play this game?

Sounds like work.
.

also chespace is PD

wait, apparently not :lol

he once had that same avatar

Apparently Freddie Mercury is popular.

I picked him because I relate to him. You got a problem with that?

Also, X3 -- is it like Freddie Mercury?

CajoleJuice

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Re: X3 Terran Conflct
« Reply #6 on: January 16, 2009, 10:25:46 PM »
apparently that pic of freddie mercury is popular
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CajoleJuice

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Re: X3 Terran Conflct
« Reply #7 on: January 16, 2009, 10:28:14 PM »
:rofl
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Fragamemnon

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Re: X3 Terran Conflct
« Reply #8 on: January 19, 2009, 10:56:59 AM »
this thread took a full turn of awesome there  :lol

Anyway I played a TON more of this over the weekend, and I'm just sort of floored at how much the game clicks with me. REALLY should have tried X3: Reunion out after they patched it up a year or so ago. The game really is spreadsheet economic simulation at its finest if you want it to be-right now I have four completely autonomous free traders working for me, trawling the universe for the best deals on goods and then reselling them at higher prices to turn a pretty huge profit. I'm going to continue to expand my trader network to help increase profits while I continue to explore the universe in my fast fighter, laying down a huge trading satellite network so that my traders know instantly where the best deals on commodities are.

After I get ten or so super frieghters set up with max rank traders I am going to transition into building some factory complexes to help supply commodities to underserved sectors. Oh, and buy a fucking battleship while I am at it.  :punch

I could have spent the entire time doing fighting missions instead, but that's sort of the real beauty of the game-while you eventually will have to fight, explore, and trade, the game's open enough to really let you do what you want. Awesome, awesome game.
hex

ToxicAdam

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Re: X3 Terran Conflct
« Reply #9 on: January 19, 2009, 11:30:36 AM »
Sounds very nice but I'm not into space settings. I wish someone would develop a game with the same ideas, but set in the 16th century Caribbean. A proper update of the game Pirates.

Fragamemnon

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Re: X3 Terran Conflct
« Reply #10 on: January 20, 2009, 03:26:27 PM »
I now have eleven fully automated super freighters hauling goods across half the galaxy for me making large sums of money. My daily income for day 4 in the game was hovering around 20 million credits, which is a good jump up from the 10k I started the game with. I've bought a heavy fighter and my own personal transport freighter for missions and am working my way up in reputation with one of the big corporations so I can get this for free:



The Heavy Centaur Prototype, a corvette . Certainly not the meanest thing in the X3 universe, but it's got punch and should let me keep raising my combat rank more, which in turn means that missions will give more credits for completing them (and will be harder,but if things go bad I can power up the jump drive and jump out before my shields fall).

Going to also start working on getting some mining outposts set up for additional cash income after I get about 20 or so traders in my employ-eventually they will hit a saturating point in the simulation where they are able to supply most of the known universe's goods.
hex

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Re: X3 Terran Conflct
« Reply #11 on: January 21, 2009, 03:48:34 PM »
How viable is a career in piracy in this game?

Also, as a humble merchant just starting out what are some good first steps in getting my business up and running?
dog

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Re: X3 Terran Conflct
« Reply #12 on: January 21, 2009, 03:53:13 PM »
Would you recommend this to a mouse and keyboard PC gamer?  I know you have all your fancy flight sticks and all.
serge

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Re: X3 Terran Conflct
« Reply #13 on: January 21, 2009, 04:00:52 PM »
Would you recommend this to a mouse and keyboard PC gamer?  I know you have all your fancy flight sticks and all.

Seems to work okay from what little I've played it.
dog

Fragamemnon

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Re: X3 Terran Conflct
« Reply #14 on: January 21, 2009, 04:43:55 PM »
Would you recommend this to a mouse and keyboard PC gamer?  I know you have all your fancy flight sticks and all.

Game is honestly easier to play with mouse and keyboard. Heck, you can essentially just player trader until you get corvettes, install a fire control system system like MARS to operate your turrets and drones, and never really do any space sim dogfighting at all if you want.

keep in mind though that the game is a very micromanagement intensive game. VERY much so, it makes stuff like galciv and what not seem pretty beer and pretzels in comparison. If you're not keen with lots of clicking and ordering ships around until the point where the modder scripts can take over, this might not be for you. It's GREAT for me though, I am laying out mass factories all over Argon and Boron space and hopefully soon will have approximately 10m credits and hour income from them. :rock
« Last Edit: January 21, 2009, 04:46:56 PM by Fragamemnon »
hex

Fragamemnon

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Re: X3 Terran Conflct
« Reply #15 on: January 23, 2009, 02:13:16 PM »
About 2/3rds of the way to my 10m credits per hour mark. I should probably go up to 20m but first I am going to do all the Terran story missions so I can get my hands on the awesome Terran tech.

In the  meantime, my current ride:



I took this thing into a fight with a frigate-a ship a class above me with four times the shields and weapon power generators-and essentially locked into a stalemate for about ten minutes trading fire at 3-4 kilometers or  until I ran out of fighter drones and missle countermeasures, at which point some of his torpedoes started to land. I couldn't crack his shields fast enough due to my limited rate of power regen, and he had plenty of anti-missle countermeasures. :(

Still was an epic fight full of the kind of space combat you don't get to actually control in most space shooter games-my hardpoint turrets' fire control system firing and shooting down fighters, drones and countermeasures, long range capship barrage exchanges and plenty of evasive manuevers (he could not hit me with his plama cannons, they were too slow for my quicker, smaller ship). As much as the trading element of X3:TC is unique in the genre, so is the way that the player can scale up the combat all the way from fighter patrol skirmishs to full on fleet actions.
hex

TVC15

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Re: X3 Terran Conflct
« Reply #16 on: January 23, 2009, 02:38:23 PM »
The way you describe the depth of the game makes me think this might be a gateway drug into Derek Smart-style impossibly complicated space sims.  Watch out, Frag.  We don't want to have to pull you out of that vortex.
serge

Fragamemnon

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Re: X3 Terran Conflct
« Reply #17 on: January 23, 2009, 03:20:38 PM »
The thing about Derek Smart's games is that they have impossible user interfaces, are buggy as all get-out, and don't have a team or community that tries to  make the game better. It's pretty much DEREK IS THE KING OF KINGS AND LORD OF LORDS and everything he designs is always correct.

Whereas most of the X3 community is all about taking Egosoft's ideas and running with them. The game is basically unenjoyable past a certain point without some modding to automate certain micromanagement intensive tasks, but later on Egosoft will just start including those scripts as part of the core product in addition to their heavy promotion on their boards.

Very different approaches, the latter giving us a best of breed space sandbox game, the former resulting in unplayable games.
hex

Fragamemnon

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Re: X3 Terran Conflct
« Reply #18 on: January 23, 2009, 04:13:16 PM »
Posted this on GAF, reposting here because FatalT wanted some detailed impressions of the game per a convo in an earlier thread.



I searched and found one thread on this game when it was annouced, but wanted to start a new thread since A) I think that this game is really special and deserves some serious appreciation and B) some console tool shat the bed in that thread asking for a console port.

I had always wanted to try out the X series from Egosoft, but never got around to it. However, when both X3: Reunion and the recently released X3: Terran Conflict were on sale on Steam during the Holiday Sale, I pulled the trigger. I figured I had spent far more money on much worse gaming products, after all I do own a next generation console and at one point purchased a Nintendo Gamecube.

I've been totally absorbed in X3:Terran Conflict ever since I started playing it. To the tune of about 50 or so played hours over the last 8-9 days. It's a game that doesn't shy away from details and the complexity of its simulation, and lets the player literally build their own economic and military empire from scratch while allowing them to manually control and experience that empire at any level they wish.

The X series has a trademark line to it-Trade. Fight. Build. Think.. I think the best way to describe my enjoyment for the game is to talk about each of these elements individually.  Oh, there's one more unspoken part to that phrase-and MOD. . More on that as I ramble on.



Trade-At the very heart of the game's simulation is that of free trading and capitalism. No matter what, at some point you're going to want to start building a economic empire-whether its for the goal of just building one or to fund your own personal military, credits are what make the X Universe go round. X3 has a wonderful, dynamic trading implementation, where supply and demand is completely dynamic-if there is a local shortage of a needed good, chances are that if you're willing to find a place that produces it you can ship in into the factories needing it and make a ton of money in the process. However, that factory might fill up with the good and not pay out as much for it as its reserves fill up. So you'll need to find another place to sell the same good, or swap to a different good. Similarly, if you buy out all the stock of a mine or factory, it'll cost way more to buy goods there until it restocks. Space trading 101, but I can't emphasize how much the fully dynamic implementation enriches the game.

What makes trading part of X3 really stand out is the elegance by which the trading in the game scales. You don't have to ferry all of the goods yourself-I started out this way, but now I have about 25 fully automated traders that search indentified systems (don't want to trade with pirates who will shoot my traders down!) and their factories for good deals. They travel and buy and sell completely without my interaction, and as they trade more and more they learn abilities like how to manage basic defenses like fighter drones and missle defenses so that they can defend themselves long enough for the jump drives to whisk them to safety if they run into aggressive patrols.

This is all possible due to some of the scripts that the fan community has written for the game to improve on some of the build in functionality in the game. The X community is incredible and the some of the trading stuff you can add in helps reduce the micromanagement of the game by huge amounts, letting you focus on other things.

Meanwhile, I can focus my attention on other parts of the game-build and fight, or the game's missions-while still earning money in the background to support those efforts, which can get really expensive.



Fight - For as unique as the trading simulation is in X3:TC, the combat system is even more unique. Most space combat simulations focus on letting the player control a simple fighter through scripted missions. Instead, the X3:TC simulation lets you control any ship in the game, ranging from the smallest of scout fighters to huge carriers and battleships. The combat system is unique in this scaling, and lets the player enjoy anything from a simple fighter furball during a routine patrol to a full blown fleet engagement, where captial ships, their frigate and corvette screens, and fighter and bomber compliments all can be commanded by the player with spectacular effect. Capital ships will exchange huge plasma fire at long ranges and conduct evasive manuvers, bombers and missle frigates will launch huge waves of torpedoes, etc.  Combat drones and countermeasures will go flying, turrets will lay down flak fields to shoot down fighters, and so on.

There really isn't a singleplayer game that offers this kind of large scale ship combat. Last night, for example, one of my corvettes ran into a frigate, and we exchanged fire for about six minutes until the stalemate was broken when I ran out drones and countermeasures, and his missle barranges started to land. I jumped out with no damage , he lost his fighter escort to my repeater turrets but I avowed to come back with a frigate of my own to finish him off and then board his ship so I can steal it and call it mine. :D (yes, the game allows boarding and capture of ships).



Build - Another key part to X3:TC is building things. Building weapons, building shields, building factories to provide raw materials, eventually building entire ships. You can create huge factory complexes in the game that can produce almost any good availble, and you can either use the good yourself or sell it on the open market for a huge profit. Again, this can all be automated with scripts-right now  I have eight factory complexes with a complete logistical network supplying goods to the factories and a merchant fleet selling the finished goods to the place within 20 sectors with the highest asking price.  Later on I'll need to build factories to produce weapons and missles to keep my fleet supplied and equipped as I grow it-once I get a carrier or two I'll need my own factories to equip its fighter compliment, especially as ships are destroyed in combat.

Again, really there isn't anything like it out there. The factory complexes are massive and fit in perfectly with the game's trade and combat focus.



Think- Perhaps the best part of the game. X3:TC will always demand you to think about what you want to do next. Sitting on 50,000 credits and a decent fighter? Think about jacking the cargo of a pirate frieighter or two, selling the cargo for huge $$$. Sitting on 500,000 credits and have a transport? Think about using the game's brilliant buy/sell interfaces to find a ore route that will earn a 300% return on investment. Sitting on 5 million credits? Think about comissioning two more Economy and Supply Free Traders to earn more cash. Or think about saving up a bit more and buying your first corvette.

And so on. The game is always allowing you to think about what you want to do next, and providing the means to do it no matter what choice you make. Heck, you can even think about doing the missions that form the plot of the game! :lol

Or, you can alt-tab and review the mod library and think about how much awesomeness the game would be if I downloaded and installed this script. :D

In closing, the game is unique and completely awesome. It's far from being a game that's for everyone-it's very micromanagment heavy and detail oriented, and to call it a spreadsheet game would be a very accurate description-but if you are into space trading games and don't mind huge detail, X3:TC delievers with a depth and scale that is unrivaled.
hex