Missiles and deployables fabrication and reloading

This forum is the ideal place for all discussion relating to X4. You will also find additional information from developers here.

Moderator: Moderators for English X Forum

Post Reply
PowerPC603
Posts: 937
Joined: Sat, 20. Mar 04, 19:06
xr

Re: Missiles and deployables fabrication and reloading

Post by PowerPC603 » Sun, 14. Oct 18, 11:40

Falcrack wrote:
Sat, 13. Oct 18, 01:51
atavistuk wrote:
Sat, 13. Oct 18, 01:49
Or maybe, if there is a M7M analogue in X4, have it work like the Missile destroyer from Homeworld, where it could build the missiles itself when it runs out. Just keep it stocked with generic resources needed and it'll do the rest all on it's own.
If missiles have a build time, would it not though make more sense to have them built ahead of time rather than wait to build them during a battle?
It would be really nice to allow the capship to start building them as soon as there is an open spot in the missile bay.
Say your capship can stock 100 missiles in it's missile bay.
Then when you fire one, production is started to replace the fired missile.
Eventually all 100 will have been fired but are already replaced by 50 or so, as production doesn't go as fast as firing them.
In the end, you might end up out of missiles. This makes the capship a bit vulnerable and adds a strategy element: time to withdraw from battle, at least until enough missiles have been replaced.

Or you might end up without the required resources, which also makes you run out of missiles because you can't produce any more.
GamePC: 64bit Quad-core i5-3450 @ 3.1GHz, 12GB RAM, nVidia GeForce RTX2070 8GB, 22" LG Full-HD LED-monitor, Windows 7 Home 64bit

Post Reply

Return to “X4: Foundations”