X Rebirth trailer details trading and mining
X Rebirth wowed us last month with a trailer on the space sim's scale and depth, and now is impressing with intricate detail. A new trailer devotes ten minutes to how trading and mining work in a galaxy where NPC ships tie into the economy and you can control your own fleet and facilities.
X Rebirth wowed us last month with a trailer on the space sim's scale and depth, and now is impressing with intricate detail. A new trailer devotes ten minutes to how trading and mining work in a galaxy where NPC ships tie into the economy and you can control your own fleet and facilities.
"Prices and the economy can and will be influenced by pirates, warring factions disrupting supply routes, broken station power units, shot-down freighters, good relations with merchants, and the list goes on," developer Egosoft explains in the announcement.
With so much going on, it's tried to make trading and inventory easy to manage. Basically, you get to sit in a space-chair on the bridge, looking at some very fancy space-spreadsheets on a terminal. And rather than collect and deliver goods to docks yourself, you can send drones out.
Mining's similarly simple, letting you tag asteroids for your fleet of mining ships (you have bought a fleet of mining ships, haven't you?) to smash and harvest. If you get involved yourself, though, you can cherry-pick which chunks of rock to pick up, maximising yields.
It's all looking delightfully like a single-player EVE Online. X Rebirth comes to PC on November 19.
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Alice O'Connor posted a new article, X Rebirth trailer details trading and mining.
X Rebirth wowed us last month with a trailer on the space sim's scale and depth, and now is impressing with intricate detail. A new trailer devotes ten minutes to how trading and mining work in a galaxy where NPC ships tie into the economy and you can control your own fleet and facilities.-
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I know that mission, the briefing is misleading. You don't need a scanner or any other piece of equipment for that objective. Just get within about a km of the docking ports and you'll see a percentage increase. Hold your position until it hits 100% and you're done. Just watch out, in later missions, you will need a cargo scanner to find contraband. I think that the mission info will actually tell you that you need a cargo scanner but I wanted to give you a heads up. :-)
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What kind of ship are you flying? I try to avoid combat in anything less than a M3. Definitely, if you can afford it, a M6 is even better! The other hint I have is that higher levels of the fight command software will enable targeting assistance (semi with Mk1 and full with Mk2 iirc). Typically, I'll have full assistance on, it really helps with nailing those tiny M5s.
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I think it's a vanguard and raider. I established my trading first and just repaired a couple cheap ships I bought. Outfitted them with some ray emitters and trying to get some combat experience. Made a nice run with about 3 missions and died in the 4th losing all my progress. Now I dock right away after any mission.
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That's the way to do it! I play the exact same way. I've never done dead-is-dead mode. Between the autopilot crashing you, ships running over you, or a Xenon M7 hunting you through the entire universe, it just doesn't strike me as fun.
Do you know what the name of the ship is? The raider and vanguard (and sentinel/prototype) are just variants on the base hull. My favourite ship is definitely the Argon Nova Raider (M3 too!). I'm a huge fan of high energy plasma throwers and the phased repeater guns. iirc, the phased repeater guns have a range of less than a km so I'll throw them in the rear turret and set that turret for missile defense. I'll use the HEPT in the main guns simply because the turrets aren't great using them.
Sometimes, if you're really lucky, you'll see ships with a dollar symbol on them. You can pick them up for super cheap if they're damaged. A quick way to make cash is to buy the damaged ship, fly up to it in your current ship, eject from your current ship, target the damaged ship then jam your CTRL key with something and walk away for a bit. Your spacesuit comes with a handy little repair laser and about 10 minutes of oxygen (iirc). The ship's value goes up quite a lot once it's at 100% hull and it's a great way to make some spare cash or get a new ship for your fleet for cheap. I think that's how I got my Nova Raider in my current X3:AP game. -
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I don't understand why one would have to fly a ship around to execute all those various actions. Why wouldn't one just sit in one place and push buttons on a computer? Why would I have to fly a ship over a beacon in order to get information about a station, rather than just calling them up and saying "Hey, can I have some information?"
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Why do you play games to enjoy the "story" if you can watch the ending on YouTube? Why do you have to experience something, and use your imagination? Why do you drink if it it's harmful to your body? Why does gegtik retweets shit like a madman? Why does Deathlove hates Ameritrash tabletop games? Why, UtilityMaximizer, WHY? So many mysteries in the universe.
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But...it's a space game, about doing stuff in space. The stuff one can do in space that is interesting is...well, flying around and shooting at stuff, I guess. Treating space as a menu, and your spaceship as a pointer, just seems like an attempt to make a spreadsheet seem more like a game.
If one is going to have an economy in the game, make it an economy with a businesslike interface. This is like extreme skeuomorphism--instead of the interface looking like real objects, the interface is real objects.
My objection, restated for Mr. Goodwrench's sake: If this is like a Zynga game, requiring the player to zoom around to make choices that would be better done by pointing and clicking isn't going to make it less tedious, and won't make it any less like a Zynga game.
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