[Request] Ship health decays over time while flying

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
kuertee
EGOSOFT
EGOSOFT
Posts: 789
Joined: Sun, 14. Dec 03, 13:05
x4

Re: [Request] Ship health decays over time while flying

Post by kuertee » Tue, 9. Jun 20, 13:26

I’m sure I stated why I didn’t take into consideration skill levels. Or didn’t I?

Also, this mod is a partial response to Falcrack’s request.

But good point about larger ships losing more health than smaller ships at 1%/2% per 10 minutes. But there is the argument that larger ships require larger maintenance resources and so 1% across different-sized ships is also appropriate.

The system is not to fully simulate wear and tear, it’s only to add another reason, and I think a more direct reason, for having crew. Ships efficiencies dependent on crew size/skill is too subtle, not visible enough for me.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Re: [Request] Ship health decays over time while flying

Post by iforgotmysocks » Tue, 9. Jun 20, 15:19

I'll shelf my approch then, altho i was aiming for a bit more realism i guess. Didn't realize someone was taking that on already. Pretty glad tho, too much on my plate already.

Maxbe consider the following:
- apply it to npc aswell, otherwise it doesn't make much sense
- maybe rethink the bonus repair given, even if the ship has full crew, wear on the ship shouldn't just negate itself and go away, it should just deteriorate slower.
- 2÷ is way too little, ships can repair from 1 - 100 (or rather their repair max depending on skill) in around 5 to 8 minutes?
- messing with the engines may not be the best idea (more relevant when npcs are involved)

Falcrack
Posts: 4998
Joined: Wed, 29. Jul 09, 00:46
x4

Re: [Request] Ship health decays over time while flying

Post by Falcrack » Wed, 17. Jun 20, 03:58

Thanks kuertee for putting this together! I'm playing on my unmodded game for now, but I figure I'll eventually go back to a modded save game and be using this!

Does it apply to just player owned ships, or all NPC owned ships?

kuertee
EGOSOFT
EGOSOFT
Posts: 789
Joined: Sun, 14. Dec 03, 13:05
x4

Re: [Request] Ship health decays over time while flying

Post by kuertee » Wed, 17. Jun 20, 04:12

Only player ships. I don't know if NPC ships have crew data or not.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

Post Reply

Return to “X4: Foundations - Scripts and Modding”