X3: Firelance - Taking Ideas
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X3: Firelance - Taking Ideas
Now that X3 is out, I'd like to see what people want for the next version of Firelance. Check my sig if you aren't familiar with Firelance for X2.
I get X3 on Friday, so I'll check ideas with my own impressions.
I get X3 on Friday, so I'll check ideas with my own impressions.
Well since you asked...
I do not have a particular hard on for combat ships nor for combat in general. However, I would like to see tramp freighters and larger freighters (even up to the Mammoth/Orca size ships) pack more of a punch in defending themselves against pirates and raiders.
Perhaps I am the only one to read any of Heinlein's books, let alone Citizen of the Galaxy, but his approach to how large freighters would deal with pirates is a lot more sensible than insisting that a captain waste the credits to have an escort when his freighter should have the hull space and power plant to adequately provide defensive fire power.
By design, a freighter has all the speed and agility of a corpulent Boron on dry land. It therefore makes little sense to add more/refined/better firepower to combat ships that already have the advantage. Granted, you could argue that a freighter is well protected in places like Argon Prime. What about Priest's Rings or Elenha's Fortune? For those of us that are true traders, and not someone who sits in a cockpit with SETA turned on and watches their SPP make millions with automated runs, we sweat every second that we have to creep through unguarded sectors. Certainly we could use jumpdrives but the balance sheet would advise against that as such is a costly waste and negatively impacts incoming profit.
Soporifics aside, I'd love to see trading made as enticing as capping or raiding.
Perhaps I am the only one to read any of Heinlein's books, let alone Citizen of the Galaxy, but his approach to how large freighters would deal with pirates is a lot more sensible than insisting that a captain waste the credits to have an escort when his freighter should have the hull space and power plant to adequately provide defensive fire power.
By design, a freighter has all the speed and agility of a corpulent Boron on dry land. It therefore makes little sense to add more/refined/better firepower to combat ships that already have the advantage. Granted, you could argue that a freighter is well protected in places like Argon Prime. What about Priest's Rings or Elenha's Fortune? For those of us that are true traders, and not someone who sits in a cockpit with SETA turned on and watches their SPP make millions with automated runs, we sweat every second that we have to creep through unguarded sectors. Certainly we could use jumpdrives but the balance sheet would advise against that as such is a costly waste and negatively impacts incoming profit.
Soporifics aside, I'd love to see trading made as enticing as capping or raiding.
Re: Well since you asked...
We'll have to get a grip on ship modeling and tShip editing to do that. And sadly that might take awhile unless DeadlyDa, EarthPilot, or other people jump in, learn how it works, and send the data to DoubleShadow who can turn it into a editor.Caelistis wrote:I do not have a particular hard on for combat ships nor for combat in general. However, I would like to see tramp freighters and larger freighters (even up to the Mammoth/Orca size ships) pack more of a punch in defending themselves against pirates and raiders.
Perhaps I am the only one to read any of Heinlein's books, let alone Citizen of the Galaxy, but his approach to how large freighters would deal with pirates is a lot more sensible than insisting that a captain waste the credits to have an escort when his freighter should have the hull space and power plant to adequately provide defensive fire power.
By design, a freighter has all the speed and agility of a corpulent Boron on dry land. It therefore makes little sense to add more/refined/better firepower to combat ships that already have the advantage. Granted, you could argue that a freighter is well protected in places like Argon Prime. What about Priest's Rings or Elenha's Fortune? For those of us that are true traders, and not someone who sits in a cockpit with SETA turned on and watches their SPP make millions with automated runs, we sweat every second that we have to creep through unguarded sectors. Certainly we could use jumpdrives but the balance sheet would advise against that as such is a costly waste and negatively impacts incoming profit.
Soporifics aside, I'd love to see trading made as enticing as capping or raiding.
10,000 Lightyears of awesomeness
these should be simple modification to the TShips file, the main problem is to understand what each value in this file meanCaelistis wrote:Ok Galaxy, then let me ask a question that may seem idiotic and simple.
Is there a way to edit shield types and/or amounts on the pre-existing ships? So, say, instead of 3 25MW shields, one can equip 5?
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there are actaully scripts already in place that add news that effects the sectors, i've not seen them in game yet but there definalty thereUbik wrote:Greetings,
My humble sugestion would be to add more missions to the BBS system as well as changing the "news" (which are not "new" at all, they are in fact "old" ) .
but i think a few conditions have to be met first b4 u start cing them
If you mean to only change ONE ship, then no, not possible unless they massively changed how X3 works from X2. If you change a ship to carry 5 25MW shields then ALL the ships will have 5 25MW shields. And the only way to change it is to change the tShips file, which has been changed slightly from X2 to X3.Caelistis wrote:Ok Galaxy, then let me ask a question that may seem idiotic and simple.
Is there a way to edit shield types and/or amounts on the pre-existing ships? So, say, instead of 3 25MW shields, one can equip 5?
However if you want to change all ships to be able to equip 5 25MW shields then the anwser is yes and we only have to find out whats different between X2's tShips and X3's tShips.
10,000 Lightyears of awesomeness
Thanks for the answer... Let's hope it is not plot dependent!Cycrow wrote: there are actaully scripts already in place that add news that effects the sectors, i've not seen them in game yet but there definalty there
but i think a few conditions have to be met first b4 u start cing them
How about coding more missions? Adding variety to mission would be a step in the right direction... maybe even tieing some missions to factions...
Galaxy,
What I meant is that we take one CLASS of ships, say the Argon Mercury for example, and bump their shields up to 5x25MW as a feature of that ship type. Similiar additions to the Dolphin, Vulture, etc.
I did not meant specifically the Mercury I might have been flying.
Does that help to clarify the question about feasibility?
Or, if I assume it is possible, then perhaps one can upgrade to better variants of different freighters. For example, the Mercury comes with the 5x25 config but upgrading to a Dolphin, which will cost significantly more, will have the ability to have 2x125 shields along with its increased cargo capacity.
What I meant is that we take one CLASS of ships, say the Argon Mercury for example, and bump their shields up to 5x25MW as a feature of that ship type. Similiar additions to the Dolphin, Vulture, etc.
I did not meant specifically the Mercury I might have been flying.
Does that help to clarify the question about feasibility?
Or, if I assume it is possible, then perhaps one can upgrade to better variants of different freighters. For example, the Mercury comes with the 5x25 config but upgrading to a Dolphin, which will cost significantly more, will have the ability to have 2x125 shields along with its increased cargo capacity.
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- Joined: Sun, 23. Nov 03, 11:49
I'm not sure how possible this might be, but I'd like to see true afterburners in place of the boost extensions. This feature was present in the original X:BTF but was removed for The Threat and Reunion.
In case someone doesn't know what I'm referring to, the afterburners would, in addition to providing quick acceleration to top speed, also give the ship a temporary increase to top speed in exchange for weapon energy.
Afterburners would add a whole new dimension to the combat.
In case someone doesn't know what I'm referring to, the afterburners would, in addition to providing quick acceleration to top speed, also give the ship a temporary increase to top speed in exchange for weapon energy.
Afterburners would add a whole new dimension to the combat.
- Matt Armada
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Weapon id like to see...A way for a cruiser or battleship, or even a "bomber:" type craft, to launch a slavo of unguided/guided missles, or even a rail gun
Also, id like to see some new big ships....with the new way docking and launching work in X3, lota old ships are problly guna be remade in all their glory
Also, id like to see some new big ships....with the new way docking and launching work in X3, lota old ships are problly guna be remade in all their glory