X4 meaningful crafting (ideas) ?
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To be honest, I really like the idea of crafting in the X-universe.
Though I don't agree, that one time use consumables should be the final products. Maybe, moddified weapons such as a High Energy (don't remember the full name of weapon) plasma thrower (not the flame thrower), that has a lower power consumption rate.
Orr, maybe entirely different weapons that are made out of non standard material, such as a Nvidium based weapon or maybe a vessel with alternate armour composition. I'm honestly excited for crafting in X-universe.
Though I don't agree, that one time use consumables should be the final products. Maybe, moddified weapons such as a High Energy (don't remember the full name of weapon) plasma thrower (not the flame thrower), that has a lower power consumption rate.
Orr, maybe entirely different weapons that are made out of non standard material, such as a Nvidium based weapon or maybe a vessel with alternate armour composition. I'm honestly excited for crafting in X-universe.
If it would be possible I would implement crafting as a form of variable wares that can be produced and sold. Not only could you craft but also your competitors would do so. The effect would be for example shields with varying stats or even variable recourses for production itself. Ships, weapons ect. might show different stats too when produced from higher quality parts. This would mean that crafting is not necessary as you might find other products of similar quality in store from your competitors but it could give you an advantage doing it yourself in tactical as well as in financial gain if the value of a product is not only decided by the overal price but also its stats compared to other similar products.
The challenge however could be to keep track of wares with different stats as every product would need to have an ID attached to link it to the according production outcome. Of course several wares could share the same production ID. And on top of it, it might increase the calculation time a little.
For me this would be the next logical step after having a dynamic universe there could be dynamic wares It would add another level of gamemechanics from R&D (production crafting, potentially even from rare recourses) to espionage, reverse engineering or tuning (also eventually with rare components) by exchanging components to stay on top of the competition .
It could even go so far that most if not all products are a result of „crafting“ based on production manuals/blue Prints. Basically all products that are not base products can be categorized in group products that are made from base products, grouped products or both, like food, energy weapons, balistic weapons, warheads, missile systems, platings and so on .... So instead of varying certain given products like a pulsebeam Mk1 you would instead have a blueprint for this pulsebeam Mk1. Through research you might create a new blueprint that hasn’t been discovered yet and hence you developed a totally new weapon that you even can give a name of your own. On top of that even products of the same blueprint might vary in stats depending on the used quality of products it is made of. Or take food for example ..would it not be fun to produce a „Double split pizza“ that the universe hasn’t seen yet. .. pizza connection here I come!
The challenge however could be to keep track of wares with different stats as every product would need to have an ID attached to link it to the according production outcome. Of course several wares could share the same production ID. And on top of it, it might increase the calculation time a little.
For me this would be the next logical step after having a dynamic universe there could be dynamic wares It would add another level of gamemechanics from R&D (production crafting, potentially even from rare recourses) to espionage, reverse engineering or tuning (also eventually with rare components) by exchanging components to stay on top of the competition .
It could even go so far that most if not all products are a result of „crafting“ based on production manuals/blue Prints. Basically all products that are not base products can be categorized in group products that are made from base products, grouped products or both, like food, energy weapons, balistic weapons, warheads, missile systems, platings and so on .... So instead of varying certain given products like a pulsebeam Mk1 you would instead have a blueprint for this pulsebeam Mk1. Through research you might create a new blueprint that hasn’t been discovered yet and hence you developed a totally new weapon that you even can give a name of your own. On top of that even products of the same blueprint might vary in stats depending on the used quality of products it is made of. Or take food for example ..would it not be fun to produce a „Double split pizza“ that the universe hasn’t seen yet. .. pizza connection here I come!
This would work pretty much on anything that could be equipped from capital to s/m ships... My only concern is how far will they go with production? Will engines,shields,weapons be produced by economy/stations or will we equip them just like we did Skunk? In XR engines,capital shields and all weapons and shield on S/M ships wore coming built-in with ships..... I hope egosoft can give us more info about this....Santi wrote:I like this, it is taking the really good weapon mod system from X Rebirth further and instead of relying on chance, it is fully integrated into the game and can be applied as a global setting.Nikola515 wrote:Also I would love to see micro crafting and than transition to macro crafting. Here is how I would do it.... I get plasma cannon MK 2 and i take it to my workshop in HQ to check what i can do with it. I tinker with it and increase speed of projectile and range but i had to sacrifice rate of fire. I like that weapon so i want it get it for mass production and equip all of my ships. I save blueprint and tell my manager to build those weapons and NPC's can buy them and equip their ships if they want.
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
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Nikola515 wrote: In XR engines,capital shields and all weapons and shield on S/M ships wore coming built-in with ships..... I hope egosoft can give us more info about this....
Sourcej.harshaw wrote:At the moment, it is possible to change a ship's
engines,
thrusters,
shield generators,
weapons,
turrets (if a given chassis has turret hardpoints),
and software.
With present plan, front-mounted weapons on capital ships that have them cannot be replaced because they're built into the hull.
For the most part, these components have separate models that will be mounted on the ship, so if you come to recognize certain engines or weapons, you can visually identify ships that have those components fitted.
No plans for further visual customization at the moment.
All components are size-limited. That is, it is not possible to mount L-sized engines on S-sized engine mounts.
Not sure yet if it will be possible to mount any M-sized turrets on any M-sized hardpoints or if there will be limitations for missile turrets or further subsets.
And before you ask, yes, NPC ships that you encounter in the universe do have varying loadouts.
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The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Thank you. Is there any info on how will weapons/shields be produced in X4 ? Are they going to be produced by stations just like in X3 or we will just buy them without being produced like in XR ?
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
Thank you CBJ. So weapons will be built from weapon components ( or something like that) on site rather than on stations like in previous titles ? I assume same will be with stations weapons when we build them ? This is simple but efficient ( I like it)CBJ wrote:It won't be quite like either. There won't be separate stations that produce and sell them, but the station you buy them from, and fit them to your ship at, will need to have the necessary resources to assemble them.
Edit: Just to make sure I understand this correctly There will be station or module that build parts like weapons components (just example). Those components will be used to make any weapons in shipyards or equipment docks ?
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
i hope we can add separate multiple "docking port" station modules (or "hangar modules") at our structure so that we can dock and refuel/rearm bigships directly at the producing structure ... that was always a problem in X3, you had to transfer product from factories/complex hub to bigships via freighter + transporter device OR via freighter + equipment dock ...CBJ wrote:It won't be quite like either. There won't be separate stations that produce and sell them, but the station you buy them from, and fit them to your ship at, will need to have the necessary resources to assemble them.
To err is human. To really foul things up you need a computer.
Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.
Mission Director Beispiele
Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.
Mission Director Beispiele
Won't that what cbj said make things like that more limited in supply compared to dedicated factories with dedicated time building just weapons or XXX etc. As if say a trading dock that sells say gamma ire lasers has to build in house if it has none in stock then what if it already had a sell order for something else it doesn't have in stock and has to build that for someone else before your order is started, then there's the issue does said station even have resources for that other object so it can't start even building that thing for the other person before yours is even started, and does said station have resources to build yours after it's done building the other thing.
Least with dedicated stations it 1. Fills the universe with other stations so more variety of places to dock urself if bored of just going to fewer. 2. Has dedicated build times to that item, and dedicated ships to fetch resources to build it. Hopefully meaning more of them made and easier to buy.
I don't think I'd like too many places trying to build every item it potentially sells especially if it's a big list of sellable items that struggles to build each themselves and keep a good stock level for all it's items.
Now if it's a hub of modules supporting said station that might help but tbh I hate hubs like joining stations together I've always preferred it with many separate stations so u can fly to many different places and admire their unique designs like in xbtf. I'm not going to win that argument tho because too many want that as they like doing it tho I always found it weird egosoft did it as it's more building gameplay than is needed for what is essentially a space adventure shooting game (based on what it said on the box of xbtf). And why I like the way the early games were made instead of later ones like x3 and above.
Least with dedicated stations it 1. Fills the universe with other stations so more variety of places to dock urself if bored of just going to fewer. 2. Has dedicated build times to that item, and dedicated ships to fetch resources to build it. Hopefully meaning more of them made and easier to buy.
I don't think I'd like too many places trying to build every item it potentially sells especially if it's a big list of sellable items that struggles to build each themselves and keep a good stock level for all it's items.
Now if it's a hub of modules supporting said station that might help but tbh I hate hubs like joining stations together I've always preferred it with many separate stations so u can fly to many different places and admire their unique designs like in xbtf. I'm not going to win that argument tho because too many want that as they like doing it tho I always found it weird egosoft did it as it's more building gameplay than is needed for what is essentially a space adventure shooting game (based on what it said on the box of xbtf). And why I like the way the early games were made instead of later ones like x3 and above.
I think with this they just used shipyard/equipment as actual weapon/ship factory.... Good thing about is that thy could add whole bunch of new weapons without building modules for each weapon or waiting for cycle like in XR.
Perhaps they will have separate module that produces weapon components warheads or whatever weapon needs to be assembled when it gets there. From there we can chose what weapon we want to build without worrying if it is in stock. In X3 it was pain to equip capital ship without having your own stations....
Anyway I hope next video explains how station/economy will work as well as work force.
Perhaps they will have separate module that produces weapon components warheads or whatever weapon needs to be assembled when it gets there. From there we can chose what weapon we want to build without worrying if it is in stock. In X3 it was pain to equip capital ship without having your own stations....
Anyway I hope next video explains how station/economy will work as well as work force.
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
Taking a look at station models from previous streams I think we can conclude that the XR ware tree will be more or less copied. Mods and ship weapons will probably use microchips, podkletovn generators etc. Turret factories will probably have some changes so you don't build the cap ship turrets directly just "plasma chambers" or something along those lines. I'd say cycles will be there as well.Nikola515 wrote:I think with this they just used shipyard/equipment as actual weapon/ship factory.... Good thing about is that thy could add whole bunch of new weapons without building modules for each weapon or waiting for cycle like in XR.
Perhaps they will have separate module that produces weapon components warheads or whatever weapon needs to be assembled when it gets there. From there we can chose what weapon we want to build without worrying if it is in stock. In X3 it was pain to equip capital ship without having your own stations....
Anyway I hope next video explains how station/economy will work as well as work force.
for XR wares reference:
https://stuff.incertum.net/x-rebirth/x-rebirth-all.png
I personally don't think economy will be advanced as XR economy. It will be probably somewhere in between..... If you look at videos you don't see that many wares and stations don't need whole bunch of materials to run. For example in XR you would need 7 items to build reinforced metal plating but in X4 you would probably need 3 to 4.... But X4 is still early alpha and I can be totally wrong here
Edit: I just watched one of videos and I noticed that wares like engine,missile,turret and weapon components are in game. So I think those wares will be used as universal items to build those parts.... I think new economy will be interesting
Edit: I just watched one of videos and I noticed that wares like engine,missile,turret and weapon components are in game. So I think those wares will be used as universal items to build those parts.... I think new economy will be interesting
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
Nikola515 wrote:I personally don't think economy will be advanced as XR economy. It will be probably somewhere in between..... If you look at videos you don't see that many wares and stations don't need whole bunch of materials to run. For example in XR you would need 7 items to build reinforced metal plating but in X4 you would probably need 3 to 4.... But X4 is still early alpha and I can be totally wrong here
Edit: I just watched one of videos and I noticed that wares like engine,missile,turret and weapon components are in game. So I think those wares will be used as universal items to build those parts.... I think new economy will be interesting
Good eye there.
One of the issues with XR's economy was a bottleneck namely:
chemical compounds --> microchips ---> all end products
\--------------------------------------->
Any problem with or under this production line causes the whole economy to stop...
I hope those components will have as you said a more simple and diversified evolutionary line like (cut cristals+refined metals+food rations+e cells) = laser components while (silicon+antimatter cells+food rations+e cells)= rocket components. This would help with stability.
Just like small talk lots of wares wore overused in XR as well They probably made this to make as much as sink as possible do to shipyards being only endgame sink. I agree with you and I hope they do make economy somewhat separate when it comes to production.
Anyway to get back to topic this new system would work rally good for crafting and adding those blueprints to your shipyard or equipment dock module for mass production. Also we could manually customize our ships with new parts and we could mass produce them. I hope they do something like this in X4.
Anyway to get back to topic this new system would work rally good for crafting and adding those blueprints to your shipyard or equipment dock module for mass production. Also we could manually customize our ships with new parts and we could mass produce them. I hope they do something like this in X4.
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....