Übers UI wurde in nem anderem tread gemosert, bugs sid jan ormal fürn neues spiel, der erste Patch war wohl 1,1 GB, den den ich nur hatte legendlich 2,3 mb
grad gefunden:
klingt ganz gut, werde sicher heuet Nachmittag malreinschnuppernAnthony AyeDog besitzt X4: Foundations Vor 29 Minuten
12 hours of gameplay, this is my take on it SO FAR
TL;DR
Player Control: 9/10
NPC Control: 8/10
Ship Selection: 6/10
Mission Variety: 7/10
Factions/Wars: 5/10
Universe Size: 5(?)/10*
Still exploring.
Reading past here MAY HAVE SPOILERS
Player Control: 9/10
--Pros: Ships handle VERY smoothly. There's enough UI to use them to dogfight in 3rd person as well, with camera motion being very fluid and eye-friendly. Seeing the parts of the ships move in accordance with changing speed (direction) is very cool. in Travel Mode, you can even hear the creaking of the ship as you try to change course. With TM, I've found out, if you use Shift-1 to toggle it off, change direction, and then toggle it back on you can change course without having to build speed from near-zero.
--Cons: Some clipping issues still. Mostly from me not paying attention to where I was going or not giving myself enough braking time with TM. Again, the player control aspect is fantastic.
NPC Control: 8/10
--Pros: Easy to set up. Crew isn't hard to come by, and ships that are bought/ordered come with a Captain, as well as an easy way to buy crew. Some things seem to be skill-locked (certain commands, formations, etc), but most everything is available for any NPC. Setting up Mine-Traders is pretty easy. It seems that ordering a ship to mine, then to trade after its hold has filled will set a queue that loops until cancelled. Still needing to look into it a bit more, but that's my preliminary grasp of it.
--Cons: Directing NPC-controlled ships is a bit of a pain. They're actually almost-completely controlled via the Map screen, as opposed to Comm'ing them and issuing an order to a Captain directly. A lot of my time, however, is spent cancelling commands I just ordered because it added it to a queue, rather than making it the now-order (took a minute to figure out how to cancel specific commands no... right clicking the gray line on the map screen and selecting Cancel Order).
--Interface: NPCs have 2 screens (or rather, their ships do). One for the Ship itself to show loadout, consumables/deployables, etc, the othe for their behaviors (including an idle behavior, which is what they default to when they're not given an active command). I did not see, however, a way for ships to auto-replenish any of their ammo or consumables. However, I am not using any ships equipped with any such loadouts. The option may pop up later.
Ship Selection: 6/10
--Pros: Customization is quite fun. I spent a good bit of time going through all the turrets and ships they were equipped on to see how they looked. Choosing loadouts, either from pre-determined or custom, is easy as well. There's clear indicators as to where turrets go, as well as clear distinction in Turrets and Pilot-Fired weapons. I don't know how turret control works as, again, I don't have any ships that use it yet (that I've flown, I do have some a trader and miner that I haven't flown personally).
--Cons: Oh God. There's a staggering LACK of options in ships. I did a quick sum-up of Argon ships. They're as follows:
-=- Small
1 Scout
1 Interceptor
1 Fighter
2 Heavy Fighters
1 Miner
2 Traders
-=- Medium
1 Bomber
1 Frigate
2 Miners
2 Traders
-=- Large
1 Destroyer
2 Miners
5 Freighters
-=- X-Large
1 Carrier
1 Builder
* Both are nearly identical in terms. Only difference is that one of them has more cargo space and less crew (which means it'll hold more and costs less to fully crew/build). The base cost, speed and everything else is the same between them.
** Haven't looked at the stats for these, but they looked relatively similar as well.
Quick glances at the other races I've found seem to show they have the same level of variation. 1 carrier and 1 destroyer in their XL and L classes respectively. Really not much variation there at all. I'm hoping a LOT more will be added, but ship count is very lackluster so far. XR, oddly, seems to have a larger variety of ships than X4 does. And, on that note, the model for the construction ship was (mostly) reused (as was the Xenon K)
Missions: Not breaking this into a Pro/Con as it's a brief enough paragraph without that.
Not a whole lot of variety. All of the Guild (factions) relations are multi-stage with individual rewards. Great for the easy missions, but it'll go from "Repair these nodes" to "Build a ship" and for an early player you don't get past Stage 1. Some of them seem a little bugged (the passenger transport NPCs don't always open dialogue, just keep saying "Hi!" {at least they're friendly this time around!}. The "Satellite Coverage" mission also seems bugged. Even dropping an Advanced Satellite smack dab into the middle doesn't complete the mission. It'll give 87% coverage, but since it changes factions there's no way to see what part of the area is still missing. At 100k/AdvSat, that's a good chunk to throw away. Most of my missions consist of Destroy Mines and Destroy Laser Towers, as both are very easy and reward about 100k-130k credits. No Station Defense missions, haven't seen any Escort missions, Kill this♥♥♥♥♥♥♥♥♥missions (Except for some guy's daughter's ex fiance to get a wedding ring back... cause priorities are totally lined up here)
Factions:
Pros: There's a good couple. Familiar ones (Teladi, Paranid, Argon Gov't), and some new ones (Antigone guys, Paranid sub-factions, etc).
Cons: I can't tell who doesn't like who. A single highway runs through Argon, Teladi and Paranid race, and I never see em fighting. Only time I have an idea of two races being at odds is when I have to destroy Laser Towers surrounding a station. No large Xenon incursions, no massive War Fleets trying to take over another area, nothing really. Just occassional patrols and the randomly spawned Xenon raiders or Pirate attackers (1-4 fighters max, nothing bigger or more aggressive). The Argon offer membership to fight the Xenon and the Paranid, and the Teladi offer their Trading Guild membership (for a steep 80k pay-in). I haven't looked at Paranid yet, though.
No sign of the Split. Kha'ak seem to have a pretty minimal presense and the Xenon have their sectors bordering Teladi Space (and a little bit with the Paranid),but even in there, I haven't found any large fleets or battlegroups. With X3AP there were Conflict zones, staging grounds, and of course invasion fleets that would go back and forth between the Terran and Argon sectors. I understand why the Boron weren't included on release, but omitting the Split was a mistake, as we're now down nearly half of the races from X3.
Universe Size:
Pros: Everything is spread out enough to make things seem big (and small), and the Travel Drive function does an excellent job to brings things together coupled with the strategically-located and fully-redesigned highways
Cons: The map itself doesn't seem especially big. I don't know how close (or far) I am from having every system discovered, but I'm currently at 30 systens. 6 that I've found are split into two sectors bringing the total Instance count to 36. With how far I can zoom out I'm guessing there won't be more than 50 systems/sectors. With how empty a lot of sectors (less than a dozen) are, I don't see there being a whole lot more to see or explore through.