Can we boost NPC factions in 3.0?

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mr.WHO
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Can we boost NPC factions in 3.0?

Post by mr.WHO » Mon, 7. Oct 19, 19:35

They looks Ok at the start, but in late game you realize that most powerful factions are just ONE carrier, buch of destroyers and some fighters/frigates.

I have 8 carriers, 30 destroyers and fighter/frigate escorts - I can easily wipe out entire galaxy with no problem (it would be a problem if they would band together, but AI is too stupid for this).
Some factions like ANT doesn't even have a carrier! I think each major faction should have at least several carrier battlegroups, plus various smaller task forces (like destroyer group, bomber group, frigate group).
I never saw NPC carreir in action in my 150h game! I saw Collosus battlegroup sitting in Argon Prime doing nothing and Teladi Condor going to Matrix #451, but doing nothing as the sector is somehow devoid of Xenons, bar several lone fighters.

The only challenge would be Xenons, but they also suffer bad design:
- all their power is split to 4 distant and separated regions.
- their capships doesn't have drones.
- their fighters fail at escorting capship (never saw K or I with escort - ever!)
- they missing some interesting ships that coudl give a challenge: like Carrier, Frigates and Bombers.
- both "K" and "I" have HUUUUUUGE holes in turret coverage. "I" seem like a beast at the begining, but then you notice easy exploits (in XR "I" had missile batteries that kept you away from "I" hull).


Conclusion:
X4 gave me the Player shipyard that I always dreamt for.
Now I don't know what to do with all the ships I build with it.

Egosoft, give me purpose, give me late game challenge. Like whole galaxy turning against me or huge Xenon outbrake.

P.S. I'd also be happy to sell/donate ships to faction war effort. Currently ships you sell or give via war mission despawn, which is totally boring.

Berserk Knight
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Re: Can we boost NPC factions in 3.0?

Post by Berserk Knight » Tue, 8. Oct 19, 02:20

I tried something like that with a mod.

Even when I increased the number of just the combat ships beyond a certain point (nothing so extensive as what you're proposing), radar started acting weird. (1 minute between radar pings for the player's ship, which should be instant.)
I already gave them a warning about this months ago, so I'm really curious to see if all the new jobs from the Split DLC will trigger this problem as well.


As for the Argon Prime carrier group...well, it's doing its job.
The job definition for that thing locks it into Argon Prime. Patrol area specifically defined to that particular "zone" (not "sector"), not commandeerable, no "faction logic" tag...
Yeah, that one is really silly.

Warnoise
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Re: Can we boost NPC factions in 3.0?

Post by Warnoise » Tue, 8. Oct 19, 03:12

mr.WHO wrote:
Mon, 7. Oct 19, 19:35
They looks Ok at the start, but in late game you realize that most powerful factions are just ONE carrier, buch of destroyers and some fighters/frigates.

I have 8 carriers, 30 destroyers and fighter/frigate escorts - I can easily wipe out entire galaxy with no problem (it would be a problem if they would band together, but AI is too stupid for this).
Some factions like ANT doesn't even have a carrier! I think each major faction should have at least several carrier battlegroups, plus various smaller task forces (like destroyer group, bomber group, frigate group).
I never saw NPC carreir in action in my 150h game! I saw Collosus battlegroup sitting in Argon Prime doing nothing and Teladi Condor going to Matrix #451, but doing nothing as the sector is somehow devoid of Xenons, bar several lone fighters.

The only challenge would be Xenons, but they also suffer bad design:
- all their power is split to 4 distant and separated regions.
- their capships doesn't have drones.
- their fighters fail at escorting capship (never saw K or I with escort - ever!)
- they missing some interesting ships that coudl give a challenge: like Carrier, Frigates and Bombers.
- both "K" and "I" have HUUUUUUGE holes in turret coverage. "I" seem like a beast at the begining, but then you notice easy exploits (in XR "I" had missile batteries that kept you away from "I" hull).


Conclusion:
X4 gave me the Player shipyard that I always dreamt for.
Now I don't know what to do with all the ships I build with it.

Egosoft, give me purpose, give me late game challenge. Like whole galaxy turning against me or huge Xenon outbrake.

P.S. I'd also be happy to sell/donate ships to faction war effort. Currently ships you sell or give via war mission despawn, which is totally boring.
I noticed that HOP doesn't build carrier at all. PAR however builds and invade with Carrier.....Only 1 carrier a time with 3 fighters and 1 destroyer as subordinates.

Imperial Good
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Re: Can we boost NPC factions in 3.0?

Post by Imperial Good » Tue, 8. Oct 19, 03:32

mr.WHO wrote:
Mon, 7. Oct 19, 19:35
- their capships doesn't have drones.
They do not need drones. Especially repair drones. Xenon are exempt from the 90% repair speed reduction penalty that other factions and the player have when having no repair drones on an L or larger ship. As their captains are already as good as maximum skill this means they repair to 100% and restore lost surface elements very fast, even without drones.
mr.WHO wrote:
Mon, 7. Oct 19, 19:35
- their fighters fail at escorting capship (never saw K or I with escort - ever!)
Will likely be fixed in 3.00. Escort logic is being improved but the improvement will not make 2.60 due to requiring more polish and debugging.
mr.WHO wrote:
Mon, 7. Oct 19, 19:35
- they missing some interesting ships that coudl give a challenge: like Carrier, Frigates and Bombers.
I is technically a carrier. It is even named as such in data. The model also looks like launch tubes to launch fighters could easily be installed onto it. However for some reason it was turned into a battleship, having nothing more than pure fire power and being the toughest ship in the game.

Hopefully future DLC will add more unique Xenon designs. Such as mass producible L ships. or maybe other types of M and S.
mr.WHO wrote:
Mon, 7. Oct 19, 19:35
- both "K" and "I" have HUUUUUUGE holes in turret coverage. "I" seem like a beast at the begining, but then you notice easy exploits (in XR "I" had missile batteries that kept you away from "I" hull).
Their escorts are meant to cover these holes. Since those are not working very well this means that their turret coverage can be exploited more than one should be able to.

Berserk Knight
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Re: Can we boost NPC factions in 3.0?

Post by Berserk Knight » Tue, 8. Oct 19, 06:03

Imperial Good wrote:
Tue, 8. Oct 19, 03:32
mr.WHO wrote:
Mon, 7. Oct 19, 19:35
- their capships doesn't have drones.
They do not need drones. Especially repair drones. Xenon are exempt from the 90% repair speed reduction penalty that other factions and the player have when having no repair drones on an L or larger ship. As their captains are already as good as maximum skill this means they repair to 100% and restore lost surface elements very fast, even without drones.
Wrong.
The repair rate is directly proportional to the number of repair drones.
Xenon act as if they have 0.3 Mk1 repair drones, while if anyone else doesn't have any repair drones, act as if they have 0.1 Mk1 repair drones.
They aren't exactly exempt. They're only 3 times as efficient as the worst case scenario for everyone else, which is at LEAST an order of magnitude worse than any non-worst case scenario.

Also, they lack defense drones as well. From an "outgoing DPS" perspective, they don't count for much, but they drastically reduce "incoming DPS", serving a very important "distraction" purpose.
Fighter screens? Maybe if you give them double wing size. (And if they get it to work properly.)
Imperial Good wrote:
Tue, 8. Oct 19, 03:32
mr.WHO wrote:
Mon, 7. Oct 19, 19:35
- they missing some interesting ships that coudl give a challenge: like Carrier, Frigates and Bombers.
I is technically a carrier. It is even named as such in data. The model also looks like launch tubes to launch fighters could easily be installed onto it. However for some reason it was turned into a battleship, having nothing more than pure fire power and being the toughest ship in the game.
Nope. Only in the file name (because this way, they can just copy-paste all the jobs and whatnot, and just change the race name at the front and be done with it).
Its "type" is a battleship. Never was a carrier in X Rebirth, still isn't in X4.

Imperial Good
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Re: Can we boost NPC factions in 3.0?

Post by Imperial Good » Tue, 8. Oct 19, 06:38

Berserk Knight wrote:
Tue, 8. Oct 19, 06:03
The repair rate is directly proportional to the number of repair drones.
Xenon act as if they have 0.3 Mk1 repair drones, while if anyone else doesn't have any repair drones, act as if they have 0.1 Mk1 repair drones.
They aren't exactly exempt. They're only 3 times as efficient as the worst case scenario for everyone else, which is at LEAST an order of magnitude worse than any non-worst case scenario.
Not like it matters much at all. They are practically free to build if the Xenon managed their economy better. I think the entire point of them is to suicide and feel endless in number. If they wanted them to repair the Xenon would have their own supply ships like the major factions do.

The main issue they suffer from is turret strip speed. They do not need to replace turrets faster, rather when OoS/low attention they should not lose them very quickly to a few S and M ships. In sector with all their turrets operational they have completely acceptable fire power.
Berserk Knight wrote:
Tue, 8. Oct 19, 06:03
Also, they lack defense drones as well. From an "outgoing DPS" perspective, they don't count for much, but they drastically reduce "incoming DPS", serving a very important "distraction" purpose.
Fighter screens? Maybe if you give them double wing size. (And if they get it to work properly.)
Added defence drones are not needed as the Xenon should be using S sized ships instead. A K with 10-20 S sized fighters flying near it is a lot more difficult to destroy than a lone K which one can just exploit to death. That said maybe a "drone carrier" for the Xenon would make sense from a fleet diversity point of view, a ship that is near defenceless turret wise (only some XEN M) but holds 100 defence drones. Could serve effectively as the Xenon carrier. Once defence drones are depleted it could suicide and then be replaced or maybe it acts like a supply ship to some extent in that it can self replace defence drones with ore and energy cells.
Berserk Knight wrote:
Tue, 8. Oct 19, 06:03
Nope. Only in the file name (because this way, they can just copy-paste all the jobs and whatnot, and just change the race name at the front and be done with it).
Its "type" is a battleship. Never was a carrier in X Rebirth, still isn't in X4.
One cannot really say that unless one knows what the developers were thinking at the time. I doubt it is for "copy-paste" reasons.

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