결론

발매일 : 유럽일자로 11월 15일

스팀페이지 : http://store.steampowered.com/app/2870


사양

    최소사양: 
    • 운영체제: 
    • Windows 7 SP1 (64-bit), Vista SP2 (64-bit), XP SP3 (64-bit) 
    • 프로세서:
    • Intel i-Series at 2GHz or AMD equivalent 
    • 메모리:
    • 4 GB RAM 
    • 그래픽카드: 
    • NVidia GT400 series with 512MB RAM 혹은 그 이상
    • ATI 4870HD with 512MB RAM 혹은 그 이상
    • 다이렉트X: 
    • Version 9.0c 
    • 여유공간:
    • 6 GB available space 
    • 사운드카드:
    • DirectX 9.0c Compatible Sound Card 
    • 참고: 
    • 사양은 변동될 수 있습니다.
    권장사양
    • 운영체제: 
    • Windows 7 SP1 (64-bit) 
    • 프로세서:
    •  Intel i5 (Quad) or i7 at 2.5GHz or AMD equivalent 
    • 메모리:
    • 8 GB RAM 
    • 그래픽카드:
    • NVidia GT500 series with 1GB RAM 혹은 그 이상
    • ATI 5870HD with 1GB RAM 혹은 그 이상
    • 다이렉트X: 
    • Version 9.0c 
    • 여유공간:
    • 10 GB available space 
    • 사운드카드:
    • DirectX 9.0c Compatible Sound Card 
    • 참고: 
    • 사양은 변동될 수 있습니다.







Edition 51 - August 2013

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X Rebirth - The wait is almost over!


X Rebirth breaks the veil of silence and brings not only confirmation of its promised release date but also some answers to fans' questions and a new series of in-game videos.

Release date

The action-loaded space simulation from Egosoft and Deep Silver will be released in Europe on the 15th of November 2013. "After seven years in development, people are naturally wondering why X Rebirth took so much time," says Egosoft's Studio Head Bernd Lehahn. "The reason for this is the sheer scope of our project. We not only want our universe to be huge, we want it to be huge and teeming with life. To me, the success of the Star Citizen funding shows that many people are waiting for our kind of game. A single factory compound in X Rebirth may consist of hundreds of buildings, some of which are so large that ships measuring kilometers in length can dock inside them. The player can even disembark in order to explore the station and meet its inhabitants."

There's also some good news for our fans in North America: Egosoft and Tri Synergy will be releasing X Rebirth on the 19th of November 2013 for the US market.

We'd like to invite all our fans to visit the gamescom during the 22nd to 25th of August in Cologne. You will have the chance to play the new Egosoft title for the first time in public at the Deep Silver booth in hall 9.1 B11/C10. Be among the very first to set foot in the new universe of X Rebirth and gain a quick impression of its looks and gameplay. 


Watch the X Rebirth Trailer
New Developer Diaries and Videos

Today we begin a new series of developer diaries featuring some previously-unseen in-game material. In "What took us so long?" Bernd answers the frequently-asked question regarding the lengthy development time and then demonstrates the breathtaking beauty and scale of the new X-Universe.

'Complex, but not complicated' describes one of the principal features of X Rebirth as demonstrated by the much-simplified game controls. The video "In Control" is the first of a pair of linked-videos demonstrating the much-simplified in-game control and interface methods. This first one covers the use of a gamepad controller. We will show further videos such as this on a more regular basis up until release date.
Steam

Our new Steam website will also cover helpful information and breaking information about the game. Visit it now for system requirements, additional screenshots and video coverage.

About X Rebirth

The Supernova changed everything. New enemies are emerging while the universe is rebuilding. The player takes up the role of young pilot-adventurer Ren Otani: Together with his offbeat female co-pilot, he flies the "Pride of Albion"; an aging ship boasting a glorious past. These two characters are destined to play a key role in shaping the future of the X-Universe - Two humans and one unique ship influencing matters of galactic importance. The fate of the universe rests in the player's hands...

X Rebirth will be released for PC in Europe on the 15th of November 2013 and in North America on the 19th of November 2013.

X3AP 3.0 - Reflections on Development


The latest X3AP 3.0 Update is the continuation of a feature of updates for X3TC and X3AP known as 'Community Missions'. Members of the community come together and develop one (or in this case more than one) plotline(s) which are tested by Community volunteer beta testers and finally included into the game with the help of Egosoft. Originally started as the so-called 'AP Community Project', much of the initial brainstorming was done in public forum. As development progressed, more took place in restricted-access forums and chats. To throw some light on such procedures, I asked some of the involved community developers to share with us their impressions of development. - X2-Illuminatus

Ketraar – Team Leader
Hello, I'm Filipe Teixeira aka Ketraar. I was asked to share some thoughts regarding the development that led to Albion Prelude's Update 3.0. Well, it mostly involved magic and some skill, but mostly magic. ;-)

One day, it must have been a Tuesday afternoon - and it was raining, the urge once again overcame me to undertake a great adventure and explore the worlds. Well, since THAT was not possible, mostly 'cause it meant leaving the house, I thought creating something to include in a game patch again would be nice. It's not like it was something new; we had done something like that in the past, and some of you remember the painful puzzle and riddle solving Treasure Hunt mission in TC, as the infamous A New Home or the Operation Loose Ends Plot already in X3AP.

Unlike those, this time around I was inclined to have a more open approach and get the modding Community involved. That's where it all started with a shout to the forum and before long a horde of eager modders replied and things began to roll. As usual, we received more ideas than we can ever handle and I found myself in this new role of being the naysayer. Not the most fun role to be doing; you are like the wicked stepfather that only can say 'No' here, 'No' there, etc... CBJ, I feel your pain mate ;-)

Anyway, having a great bunch of people with excellent skills is half-way towards getting things done; all that was needed was guidance and that was my 'main job'. Ideas began to shape and stories transformed into plots and missions. We always tried to get as much input from the forums and community as possible. I think we did a good job in creating much content that expanded Albion Prelude's gameplay.

Being acquainted with graphics and mapping from previous days, it was my pleasure to design the two new sector layouts, one of which may become your new home base. ;-) They are not the typical X sectors in terms of looks but I wanted to create something that gave you a special feeling when you entered them. In one case I deliberately wanted you to feel uncomfortable but, in any case, I hope you enjoy both sector experiences.

All in all it was a great experience and I thank all of you for helping to make it happen. I learned new things that I could not have dreamed about otherwise. I am pretty sure that more such things will happen in the future, with or without me getting on peoples nerves. I will see you around and I hope we can help keep up the spirit of this great and talented community.

MFG

Ketraar

Killjaeden – Modeller
Killjaeden is the creator of the Acinonyx Protoype. True to the motto 'a picture is worth a thousand words' Killjaeden shows us the progressive development of this awesome new ship pictorially.

It all started with a quick sketch to get a general impression. If I want to make a new model, I often draw various rough sketches and then choose the one I like the most.
Next up was the 'block phase' where I make the rough shape. In 2D some things look brilliant but simply won't work in 3D. You can see the protruding rear part of the ship, which just looks odd and bulky. The early concept of the bridge also looked boring. Therefore those aspects had to change.

 
After each major change I usually render the model from different perspectives and then look at them for a while to see if there are things I like or don't like, and also to get ideas how to proceed and where to put things. While this could also be done in 3D, it is for some reason easier for me to do this using a simple picture. Now was also the time to get the correct sizing. The ship is relatively small, limited by its width. If it were any bigger, it would have collided when docking in hangars (Experience of Hyperion and Springblossom anyone?)

I immediately started to change the cockpit because it influences the look of a small ship a great deal - just like the head of a human or creature. With the basic shape done, it's time to add detail to the model. The ship is supposed to be fast and well armed so I started to work on the more defining features - the turbines or generators on the back and the large rotary guns.

 
I applied some textures, mainly to balance the light-textures. Light-textures can add more definition and eye-candy to your model but, if you add too much, it will be counter-productive and look like a Christmas tree. At that time Ketraar asked me to create some shots that could be used as teasers in a news-post.


When I started to work on the part below the cockpit, I noticed how awkward the transition was and that it generally looked wrong. It took a while to figure out a good way to connect it in a visually-appealing way, but I got there eventually. 
Adding more detail once again... Contrary to my standard practice, I applied textures to parts that will be lighted immediately to make sure that I didn't end up with too many light-textures. On the other hand, Split textures are pretty dark, so I aimed for a good coverage.

You don't want to have very detailed surface in one area and a completely blank surface in another, so having a good balance, as with the light textures, is important. Once I had good coverage with detail, I started texturing. Starting texturing before finishing all detail might need you to re-texture large parts of your model. That's not very efficient.

Finished model. If you noticed, there was a larger engine-exhaust panel in the wings in the previous screens. I removed it at the last minute because it looked strange and I wasn't satisfied with it. Besides, the ship already had plenty of exhausts. Now the only thing needed was to export it into the game.

There you have it. A nice speedy corvette for you to fly or get shot to pieces.

eldyranX3 – Mission Director Developer
I think much of my experience with X3AP 3.0 development parallels that of Jens Ka concerning X3TC 2.6 and the development of the A New Home Plot. It took a while to settle upon the various design targets, some of which we ran out of time to implement fully or even at all. Credit for the outline of Shady Business, along with its branching paths and ambiguous moral choices, went to our primary plot writer Scion Drakkar. The idea for the Beryll / Jonferco split came from jack775544, so giving us not two but three factions to ally with, each having their own unique benefits and conflicting agendas. Unbekanntes Feindschiff wrote an exceptional End of War outline. We originally wanted it to have its own dedicated stand-alone plot but, unfortunately, that ran out of time.

Once the development team settled upon the plots to be included in 3.0, dillpickle and I started breaking ground for the two largest plots. As with Jens Ka, I spent 10-12 hours a day scripting furiously and finding new ways to wreak havoc between MD and KC. We wanted to get 3.0 ready for the Steam 2012 Winter sale but natural disasters, storage drive failures and the usual slew of unforeseen bugs delayed release.

Although it took longer than expected, I think X3AP 3.0 brought something new to the X-Universe. Scion and I wanted to present players with choices and the consequences of those choices, two areas we felt hadn't been sufficiently emphasised in previous X plots. Those who played the Mass Effect series can appreciate how difficult it can be to transcribe an open-ended narrative into an interactive video game scenario. 

jack775544 – Scripter
The way that I found out about Shady Business was a post that Ketraar put on the scripting and modding forums for a new X3 Community Project. Even though at first I didn't have time to commit, I found myself getting more and more interested by discussing with people on the forums about it. Eventually I signed up properly at this point. A whole heap of people were at this point already discussing the possible plotlines that could be done for this point, but a lot of it involved something about corporations, a female Split and a new ship that could match the excellent Hyperion. We knew that most people would love to have a plot where you could make some meaningful decisions, and when we got the go ahead from Egosoft to end the war, we knew we could weave it into the plot we were already making. We also decided that a story where you could choose your allies and methods for doing things would also be great, and that eventually evolved into giving you the option to choose to collaborate with either the Beryll, Jonferco or Strong Arms. Adding in a superfast Split M6 as a reward was the icing on the cake.

Later on we knew that we would need to have some sort of hacking mini-game, so while DrBullwinkle developed the decryption and password finder mini-game, I made the cipher puzzle. After fixing some bugs and making the menus look pretty, the mini-games were good to go. Personally, I love numbers games, so the cipher puzzle was a great opportunity to make one.

Looking back on the project now, the things that I love the most about Shady Business are the hacking games (no bias, I swear ;) ) and the fact that you can end the war and send the galaxy into relative peace, for now anyway...

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Copyright © 2013 Egosoft GmbH, All rights reserved.

Our mailing address is: 
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To learn more about the X-Universe News and who is involved in its creation, please see our FAQ article. 


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광훨

,

X:Rebirth PPT 영상

X3/X Rebirth 2012. 11. 8. 11:58









아... 독일어;;


안습이다 ㅠㅠ


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광훨

,

모듈화된 스테이션 건설

X:Rebirth에서 우리는 완전히 새로운 레벨의 깊이와 복잡성의 우주 스테이션을 원했습니다.

 

플랫폼 건설 - 카테고리 결정 

The first step in building a station is similar to what one would do in our previous games. You hire a large ship. This ship, however, does not contain the whole factory in a single large module anymore. Far from it. 

This ship is a so-called 'builder platform'. It hosts a large amount of welder ships and works as a hub during the process of constructing your station. 

When you buy a builder platform, you decide on the category of station you want to build. After you have decided on the place to start the new building, you can then land on the platform and discuss what station from that group you want to start building. 

 
많은 개별 생산 모듈에서 만든 농장(?????????????)


You can already see what resources are needed to build the modules of this station and estimations on how expensive this will be, but you don`t just "buy" a station anymore. You really build it. 

 

건설 과정 - 보급과 임무 

Every module of a station is built by welder ships. Transporters bring the needed resources for building and only once the resources are there, can the welding begin. You can see how your new station is created literally wall by wall. 

 
생산 모듈의 내부를 볼 수 있습니다.


At every step of the way you can (together with the NPC who operates this for you) decide whether you want to bring resources yourself or if you simply put up an offer to buy the resources from other traders. 
While the station is being built, you sometimes receive special missions to progress the building process. Once the first module is finished for example, you can search for the best manager to run the new station for you, pick him up and personally bring him to your new station. 

 

건설 단계 - 전략 결정

Now we just talked about building a first module so far. And that is actually the biggest new feature - Modularity! 
Stations can be built in different orders according to your plans. Do you want to focus on the production and build a chain of modules that support each other, where one produces the resources for the next? 
Or do you plan your station more like a huge warehouse and focus on big storage capacities? 

 
통신 구성요소는 스테이션의 제어 범위를 확장시킵니다.

Then there is always the question of how much effort to put into the protection and the military capabilities of your station. 
Each module you build is an important strategic decision. 

 

확장 - 세부 정보

On top of that modules can also be expanded. 
The surface elements that we described in the ships and stations section, all play an important role for your own stations as well. 
Invest in turrets, equip the surface of your station with shield generators and add more capabilities to your station by building more things on the surface of your station. 

함선 건조

In much the same way as you build a station you can also build your own capital ships. You can control every little detail of a new construction if you like, but of course you can also make your life easier and leave many decisions to the NPCs working for you. 

 

우리가 우주를 제공하면, 당신은 그것을 원하는데로 플레이 하십시오.

 
정제 모듈은 훌륭한 디테일로 생산 과정을 보여줍니다.

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광훨

,

플레이어 함선 - 평범한 배가 아닙니다! 

X:Rebirth의 또 다른 큰 변화중 하나는 옛 X 게임들과는 달리, 하나의 플레이어 함선만을 몰 수 있습니다.

그렇지만, 화내거나 불평하지 마세요. 이것은 그저 다른 방법으로 바뀐것이니,  조금만 참고 쭉 읽어주세요


'X:Beyond the Frontier'에서 플레이어가 Xperimental shuttle에 관련된 것처럼 X:Rebirth도 특별한 함선에 관련될것입니다.

The Pride of Albion이나 최근에 많이 알려진 The Albion Skunk에 말이죠.

객실과 NPC

이것은 하나의 우주선입니다. 그러나, 이전 게임에서 당신이 알고있던것과는 많이 다를것입니다.

우선, 당신이 보고, 사용 가능한 방이 몇개 있고, 당신을 위해 일하는 NPC들과 대면할 수 있을것입니다.

부조종사 

NPC들중 일부는 고용 및 교환이 가능하고, 운명(줄거리)에 따라 만나게 될것입니다.

그중 가장 좋은 예는 당신의 부조종사입니다.

그녀(?)는 당신 함선의 인터페이스이며(?)게임의 보다 복잡한 것들을 제어하는데 도움을 줄것입니다.

함선의 이야기

그것은 오랜 역사를 가지고 있고, 끝나기에는 멀었습니다.

당신은 이 함선이 무엇이며, 어떻게 개발할지 결정할 수 있습니다.

함선의 확장

이것은 빠르고 기동력이 있는 함선이며 함선을 확장할 수 있습니다.

무기 시스템, 엔진, 쉴드. 그리고 가장 중요한 드론. 

 

드론 - 당신이 비행하거나 명령을 내릴 수있어요!

드론은 게임의 아주 큰 영역을 차지하고 있습니다.

당신은 다양한 방법으로 사용할 수 있습니다.

 
토페도 드론: 드론은 특별한 작업을 위해 광범위하게 사용됩니다.


드론의 원격 조종 - VR HUD 

First of all there is the possibility to remotely control a drone. This is basically exactly like switching personally into another ship. You can fly drones in a 1st person perspective and it looks as if you are inside the drone. You do this, however, using a Virtual Reality environment in your ship. While your co-pilot takes over the control of your ship, goggles come down from the ceiling and you dive into the remote control of the drone. 

The cool thing about this, is that with drones we have even more design freedom than with ships. They can be very small, for example, and are generally very specialized for a particular job. The whole gameplay experience can be a lot more varied than with normal ships, which always have to contain a lot more features. 

 
AI: Improved flight AI allows ships inside complex station geometry. 

This is also one of several gameplay changes that allow us to get the player deeper into station and ship environments and help you play with the elements at the surface of ships and stations. A drone can sometimes reach into vents and corridors that are so small that even your ship cant fit inside. 

Last but not least, another nice side effect is that you won't die if you are shot down inside a drone. All that happens is that you lose a vehicle - one of many that can be launched from your ship. 

드론의 패시브 기능

Drones can also help you in a fully automatic mode. They have an AI and can work autonomously if you launch them. This can give you assistance for especially hard jobs. 

 
Drones can act autonomously or can be controlled via the virtual reality remote control system of your ship. 

능력

If you want to have some control over what a drone should be doing for you but dont want to switch to remote control with your VR goggles, you can give them commands using a quickly-accessible compass menu. Tell a fighter drone to take out that one turret on the left while you personally take care of the shield generator on the right... 

 

주력함(대형함선) 제어

Where the drones are your preferred vehicles for specialized tasks inside and near the surface of a station, capital ships are your vehicle of choice for all the many "big" tasks. From transportation of goods, collecting of resources like ore, gas or plasma up to large carriers and destroyers. They all exist in X Rebirth and you can of course own and operate many of them! 

You can in fact even land on these beasts and get out of your playership to meet NPCs while watching the large ship move around in space FROM the deck of the ship! 

You won't be sitting in the cockpit and steer such a capital ship from the first person perspective anymore simply because that is boring. Steering huge and slowly-turning ships manually just doesnt make sense. It would force us to make them turn and move unrealistically quick and even then they would be impossible to maneuver near our huge and complex shaped stations. 

Instead the steering is done by NPCs who work for you but closely follow your orders. You can control capital ships who work for you in many new ways. 

 

스테이션과 대형 함선 - 새로운 전투 전술


Capital ships as well as space stations are now a lot more detailed. These details, however, are not limited to improved and animated visuals. They are there for gameplay reasons. A single capital ship can have hundreds of objects on its surface. Things like turrets and shield generators which can of course be scanned, manipulated or simply destroyed individually, but also bigger objects like jumpdrive generators, engines and much more. 


 
Ships and stations can be attacked and analyzed in great detail. Some systems are partially destroyed. 

 

 
Surface elements: Various types of turrets can be built in large quantities on stations and ships. 

 

 
Important key modules can be protected by many turrets and shield generators. 

 

Taking out or disabling these elements will allow lots of new fight tactics and interesting strategic decisions: 


  • What system should be disabled first to get the best possible outcome from an attack? 
  • What systems should be sabotaged instead of destroyed? 
  • Whats the benefit of an espionage mission to scan the surface of a ship or station? 
  • Which defense systems should you personally take out to help your capital ship to more effectively use its own weapons? 

표면 상호작용(?)

But it's not just useful for fighting. On the contrary: The biggest changes are on the building, trading and designing of your own stations and ships. 
Stations as well as ships are no longer things that you build or use as one large object. They are systems that are developed and improved. Read more about this in the building section. 

주력함 물리 적용

If you have read above about you flying over the surface of a capital ship to take out turrets or other surface elements, as we call them, you may have wondered: 'Hey but what if the ship is moving or turning while I try this?' 

Here is another of these big gameplay changes we had to do: When flying closer to large ships, your ship (or the drone you are remote controlling), will gradually be drawn into the influence of that ship. The closer you are to its surface, the more the ship will "drag you with it". 

This allows you to actually land on or in ships while they are moving. Even in the middle of a fight between two capital ships you can fly over the surface of one and watch the scenario of the battle like a passenger with the beautiful space background turning around you, while the capital ships move and turn. 

 

사람들과의 대화 - 당신이 고용한 NPC들

I have already mentioned the NPCs who help you operate your ships (all of them). This is another of these BIG things for us. 

We want to make the game easier to understand by controlling many of the complex things you can do in an X game through conversations. 

Instead of dry and hard-to-interpret text menus, you will be talking to people. You will give them commands and they willl tell you about their progress - all in the form of conversations. 

예시

Some examples of NPCs working for you: 

  • Managers onboard your factories run the economy side. They buy and sell wares, but will only do what you allow them to do. 
  • Captain of a ship: He or she is the person on the bridge who steers the ship according to your commands. You can tell them what you want them to do in very fine detail, or you give them more freedom or assign them to work for a station manager. 
  • Your Co-Pilot: She was already mentioned above and she is the most important of all NPCs in this game. You will learn more about her soon. 
  • Boarding crew: Just one example of crew members working for you. 

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광훨

,

X:Rebirth를 하려면 사양은??

아직 최소사양을 발표할수는 없습니다.

하지만 게임 출시 이전에는 나옵니다.


 

CPU 성능

가장 큰 단계중 하나가 바로 멀티스레드를 지원하는 새로운 엔진을 설계하는 것이었습니다.

X Rebirth는 CPU를 최대한으로 활용할 것입니다.


 
AI: Improved flight AI allows ships inside complex station geometry. 

 

사용하는 엔진과 API는 뭐죠? 

X Rebirth에 필요한 모든 기능은 DX9 API에 모든것이 있습니다. 언젠가 DX11을 지원할수도 있습니다만, 지금은 필요하지 않습니다. 

우리의 엔진은 다른 엔진들과는 상당히 다릅니다. 왜냐하면 우주 게임을 위해 특별히 설계되었기 때문입니다.

우린 언리얼 엔진, 크라이 엔진을 보았었는데, 우리는 우주에 맞는 그래픽을 원했고, 분야가 다르다는 것을 깨달은 우리는 우리들만의 엔진을 개발했습니다.


 

X Rebirth는 모딩이 지원되나요?

확실히 우리는 다시 모딩을 지원하는것을 목표로 하고 있습니다.

이것은 완전히 새로운 엔진이기 때문에, 그 어떤 문서나 API 지원을 안할 생각이지만, 출시 이후 이것을 제공할 수 있기를 희망합니다.

                                                                                                                                (제공하기 위해 최선을 다하겠습니다.)


 

스크립트 지원은요?

새로운 엔진은 Terran Conflict의 MD 언어와 매우 유사한 스크립팅 시스템을 지원합니다.

이것은 강력한(?) 새 엔진으로 바뀌었지만 MD를 이해한다면 새 게임의 미션을 만드는 것이 쉬울 것입니다.

XML 기반의 언어는 새로운 Rebirth의 엔진의 여러 분야에서 사용됩니다.

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크기 문제

글쎄 그건 X 두번째 게임인  X-Tension의 농담조의 마케팅 슬로건이고,
 다른 분야는 몰라도 우주 분야의 게임에서는 그것은 사실일수밖에 없습니다.


우주는 매우 큽니다. 진짜로 크죠. 그러나 당신이 이 커다란 우주에서 SETA나 JUMP같은 "핵"을 사용하지 않는 이상 시간이 오래 걸립니다. 이것들은 모두 다 큰 단점이 있습니다.

그래서 우리가 생각해낸 해결방법은 바로 "고속도로" 시스템입니다.

"고속도로"는 우주의 모든 지역에 도달하는 여행이 가능하며, 중간에 빠져나와 탐사를 할 수 있습니다. 

 

현실적 비율

고속도로 시스템 덕에 우리는 드디어 현실적인 비율을 가질수 있었습니다.
알려져있는 섹터는 모두 하나의 태양계로 알려져 있습니다.

...어쩌고...


현실에서의 섹터는 오직 수백 킬로미터밖에 안됬었습니다. 태양계의 크기가 현실적이지 못했죠.

 

지역 고속도로


모든 지역 고속도로는 한 회사에 의해 건설되었습니다. : Jonferson Space Dynamics Division

Jonferson Space Dynamics Division은 과거에 지구와 긴밀하게 협력하여 새로운 가속 기술의 지식을 X 우주에 사용하고 있습니다.


 
행성과 행성을 연결하는 "초고속도로"의 내부


고속도로는 종점 뿐만 아니라 중간에서라도 벗어날 수 있습니다.

 

초고속도로와 게이트

초고속도로는 지역고속도로보다 빠르게 이동할 수 있습니다. 당신은 속도에 변화를 주거나 다른 함선과의 상호작용이 가능하지만, 초고속도로를 중간에 빠져나올수는 없습니다.

게이트는 여전히 존재하긴 하지만... 지금은 작동하지 않습니다.

하지만 이것들은 곧 바뀔수도 있습니다.

 

우주의 구조 : "Zone", "Sector", "Cluster"

X3 : Terran Conflict의 사건 이후 우주는 변화하기 시작했습니다. 우주 고속도로의 발명 덕분에 갑작스런 거대한 변화가 가능했죠.

훨신 더 큰 정착지가 가능했고 과거 행성에 의존된 경제가 우주로 이동했습니다.

옛 우리의 우주는 입방체의 섹터의 단순한 배열에 불과했습니다만, 우리의 우주는 이제 전보다 더 현실적인 비율구조로 인해 현실적인 우주와 다양한 우주를 구성하게 되었습니다.


우주는 우리가 "Zone"이라 말하는 것부터 시작합니다. 

이것은 우주의 도시나 공장단지 또는 특별한 소행성지대나 어떠한 것이라도 할 수 있는 지역입니다.

"Zone"은 지방 고속도로의 끝 또는 옆에 있는 지역입니다. 대체로 수백 킬로미터 떨어진 "Zone"이 모여 "Sector"를 이룹니다.


"Sector"와 "Sector"는 초고속도로로 연결되어 "Cluster"를 이룹니다.(예: 태양계)


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아마 2차원 그림으로 그리면 이런?



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