A new trailer is now
available from X Rebirth, the upcoming installment in EGOSOFT's X series of
space simulation games. The clip shows how trading and mining work in the game's
complex economy. The clip includes developer commentary, explaining the
difference between simple item trading and the more complex trade and transport
of large quantities of goods, which is a separate game system. This is also
accompanied by this text primer on the topic:
Sharon, MA, September 26,
2013 - All X games have been created to provide players an open sandbox
experience with multiple levels of gameplay elements. Among the most significant
is a fully simulated and realistic economy. X Rebirth takes advantage of the
wealth of experience derived from the prior X games to create a trading
experience that is completely immersive. Today we are pleased to present a trade
video that delves into some of the trading, building and resource management
aspects players can expect from the X Rebirth economy.
Like any economy, supply, demand and animal spirits are the main drivers. In the
trade world of X Rebirth, countless variables impact each of these factors.
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... For example, if a player
directs his aggression at a freighter, he can be sure that his action will make
prices rise or delay production elsewhere.
Upon first entering the X Rebirth universe, players will find the scale of their
trading operations limited by their cargo hold. However, from the start the
player will have a very impressive and easy to use personalized trade system. In
time, and if the player chooses to take the path of building a major trading
presence, the player’s trading activities will reflect the fleet of freighters
acquired and the stations and factories built. Even those players who prefer to
immerse themselves primarily in action-laden space battles will find that their
actions influence the economy.
It bears noting that utilizing the streamlined trade management system allows
the player to direct freighters to collect or sell goods, and stations and
manufacturing facilities to manage resources and production. The ships and
facilities will then perform their missions and tasks autonomously, while the
player can attend to other tasks such as finding new resources and trading
Finding new resources is among the more important elements in a player’s
economic gameplay and this is also explored in today's video. Mining is
facilitated by special drones which are designed to analyze and exploit
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Personally I like researching stuff online - yes there is very little hand holding in-game. But I'm a big boy, I always figure it out or google it.
OFC space games can feel repetitive - so do JRPGs. But they exist to provide an experience. The longest mainstream game recently was Skyrim - which for me had very little plot, no characters and hugely repetitive game play (go dungeon, clear dungeon, go back to quest giver).
The X games are the thinking man's sandbox - except thanks to the difficulty curve they are more like the ultimate broken glassbox.