Did out of sector combat ever get fixed?

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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Gregster6
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Joined: Sat, 5. Nov 05, 14:42
x3

Did out of sector combat ever get fixed?

Post by Gregster6 » Fri, 29. Nov 13, 19:28

Team,

I last played x3 years ago and am considering a return to the x universe with either x3 / TC or AP.

When I last played x3 it was possible to have OOS patrols unexpectedly wiped-out by dramatically inferior forces. Expensive and frustrating.

Did this ever get fixed?

Thanks

Greg

lothos
Posts: 137
Joined: Thu, 10. Nov 05, 20:57
x3tc

Post by lothos » Fri, 29. Nov 13, 20:15

sadly no it seems. The math for OOS I think sucks.

Vim Razz
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x4

Post by Vim Razz » Fri, 29. Nov 13, 20:16

OOS combat in AP uses a version of Gazz's rebalanced OOS combat mod for TC, so it's a little more viable to use the same kind of patrols both IS and OOS.

The actual turn-based OOS combat engine itself is still the same, though, and there's not much that can be done about that. Enemy raiding parties will still tend to get initiative and will have 30 seconds to fire full-bore on the first ship they see before your own ships can respond.

So, either big shields or disposable escorts to chew up that first round of damage are still required, and your monster cap ships can still only kill one enemy fighter per turn so it's better to have multiple ships in the patrol.

Gregster6
Posts: 323
Joined: Sat, 5. Nov 05, 14:42
x3

Post by Gregster6 » Fri, 29. Nov 13, 20:19

Thanks for the reply

Bummer!

Do any mods help or is this something we're stuck with?

Vim Razz
Posts: 1842
Joined: Tue, 2. Nov 10, 02:20
x4

Post by Vim Razz » Fri, 29. Nov 13, 20:29

Gazz's mod can help with TC -- http://forum.egosoft.com/viewtopic.php?t=301860

It's already basically incorporated into AP.


They pushed it about as far as it can go under the X3 engine, but it still has it's limits.

lothos
Posts: 137
Joined: Thu, 10. Nov 05, 20:57
x3tc

Post by lothos » Fri, 29. Nov 13, 20:29

I am curious what folks recommend for static OOS patrols before one starts escalating down the cap ship route?

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RoverTX
Posts: 1436
Joined: Wed, 16. Nov 11, 18:37
x4

Post by RoverTX » Fri, 29. Nov 13, 21:02

I just started using the following script called "Advanced Fighter Script"

http://forum.egosoft.com/viewtopic.php?t=329012

It basically makes fighters smarter. They try to avoid flak range, and run away when they get damaged enough.

For OOS it makes the targeting selection a little more realistic, though I haven't really tested it yet.

Though apparently it makes it so that even OOS that a group of 5 M3s or so can actually kill an M6.

Really enjoying it so far what it does to the war sectors.

lothos
Posts: 137
Joined: Thu, 10. Nov 05, 20:57
x3tc

Post by lothos » Fri, 29. Nov 13, 21:30

I'm trying to avoid playing modified atm myself.

Is it worth putting a bunch of inexpensive ships like discoverers on protect duty around an M2 just to use for fodder in the OOS calculations?

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