Suggestion how complete and improves Xenons factions as Main Enemy

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grapedog
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Re: Suggestion how complete and improves Xenons factions as Main Enemy

Post by grapedog » Sun, 2. May 21, 03:04

jlehtone wrote:
Sun, 2. May 21, 01:11
Midnitewolf wrote:
Sun, 2. May 21, 00:50
Limiting the player HAS TO HAPPEN
This game does already have such mechanism. It is called "player". The "player" has the power to limit the player.

... or so they usually say about single-player games.
He can't govern himself... so he wants to **** over every other player in the game. Obviously if he can't figure something out, it must be changed. Dude has a serious hard on for taxing everything... dont ask him about crystal mining or shipyards either. Every change is an attack on him personally.

Raptor34
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Re: Suggestion how complete and improves Xenons factions as Main Enemy

Post by Raptor34 » Sun, 2. May 21, 07:19

jlehtone wrote:
Sun, 2. May 21, 01:11
Midnitewolf wrote:
Sun, 2. May 21, 00:50
Limiting the player HAS TO HAPPEN
This game does already have such mechanism. It is called "player". The "player" has the power to limit the player.

... or so they usually say about single-player games.
That and how much your computer can handle.
I've resetted games before because I realised that all those stations/ships I'm building wasn't exactly adding to the experience but just adding to the computational overhead.
Of course COH then released and things started slowing down anyway, but oh well. At least my newer stations aren't 100+ module monstrosities with turrets/shields everywhere.

ZaphodBeeblebrox
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Re: Suggestion how complete and improves Xenons factions as Main Enemy

Post by ZaphodBeeblebrox » Sun, 2. May 21, 12:08

Personally I think the Xenon are just about right.

I have just taken out an FAF Rattlesnake in a Katana. I have also neutered a K in the same ship, however I couldn't kill it, as the shield regen was just too high for the weapons I had available.

In X2 and X3 the Xenon would just respawn. You could take the biggest baddest destroyer and wipe out an entire sector. Then on to the next.
Having gone through several sectors, you could turn around and do it all again. I spent many enjoyable hours doing just that. Or fly to Getsu Fune and
find a Xenon invasion mission.

People wanted to be able to claim sectors as their own. A topic that repeatedly appeared. So now you wipe a sector, claim it and after a short
while the Xenon never return.

Maybe what people really want is a set of sectors that they can't claim, where Xenon can respawn over time so that they can enjoy flinging
their massive fleets into battle time and time again. Yes by all means put some ginormous, badass Xenon ships in there. Make entry only available after
some massively time and resource consuming plot. Something like the Hub. Afterall the station is in the game.
It was a woman who drove me to drink... you know I never went back and thanked her.

Don't try to outweird me, three-eyes. I get stranger things than you free with my breakfast cereal.

jlehtone
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Re: Suggestion how complete and improves Xenons factions as Main Enemy

Post by jlehtone » Sun, 2. May 21, 12:11

Fenris321 wrote:
Sun, 2. May 21, 03:00
But back to the Xenon. I really think the best option is just to wait and see what happens when their OOS combat is patched.
...
Introducing multiple changes then patching OOS will probably create a whole set of new problems.
Indeed. Small steps take longer, but kill less than a drunken driver.


Emperor had multiple capitals. Went there to cull them. Now every Xenon Shipyard definitely has one capital in build queue. Every Wharf has a queue too. In queue, not under construction. No S detectable anywhere, but SPG corner and that corner does rebuild.

That is lethal. Xenon have no S. Hence, no resources. Hence, they can't build S. Dead end. Even Community of Planets fleets can clear the rest via attrition. Perhaps, if Xenon had not died OOS in the first place, then they would not be in that hole. Perhaps not.

The S that remain might attempt blockade runs, but they are no Millennium Falcon. They are more like the other Rebels that are killed to demonstrate how dire the situation, and how "good" the hero is. Alas, Xenon have no hero. No Starkiller.
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Midnitewolf
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Re: Suggestion how complete and improves Xenons factions as Main Enemy

Post by Midnitewolf » Mon, 3. May 21, 22:09

grapedog wrote:
Sun, 2. May 21, 03:04
jlehtone wrote:
Sun, 2. May 21, 01:11
Midnitewolf wrote:
Sun, 2. May 21, 00:50
Limiting the player HAS TO HAPPEN
This game does already have such mechanism. It is called "player". The "player" has the power to limit the player.

... or so they usually say about single-player games.
He can't govern himself... so he wants to **** over every other player in the game. Obviously if he can't figure something out, it must be changed. Dude has a serious hard on for taxing everything... dont ask him about crystal mining or shipyards either. Every change is an attack on him personally.
Don't know what your problem is but I am playing the game within the way it is designed to be played. If the game doesn't have a mechanic limiting the player from becoming overpowered and causing the game to lose its challenge, that isn't my fault, that is the developers fault.

Sorry you don't like that I have a different opinion than you about things but I am just thinking about what would improve the game overall, not a single players comfort, sorry if that bothers you but at least I am not attacking you as a person or even saying your playstyle is wrong because you find it perfectly find to "limit" yourself in a game that isn't designed in that fashion. Bravo to you for your self control.

In any case, the game has flaws. Sorry but it does. The fact that a players power can snowball out of control is a huge one and it is pretty obvious the devs have tried to fix it or at least slow the problem down with nerfs you mentioned. I don't agree with nerfs, they are bandaids at best and usually just piss off the players who like things as they are. Hey your a prime example of a player who apparently doesn't like change. I am calling for change, but you, Oh hell no, don't change my game and don't you dare disagree with me or I will make it out that you take changes to the game as a personal attack...when you seem to be taking the fact I am calling for change as a personal attack against you and your way of playing the game.

Anyway dude. You disagree, I get it. I disagree, apparently you get that. Your not going to change my mind that the game could see a massively level of improvement if they added some sort of upkeep or limiter to keep the players power from getting out of control. It would fix the issue of the Xenon becoming irrelevant which is the topic of this thread and it wouldn't be a bandaid fix that just postponed the problem until later in the game cycle. The devs can decide what they want to do and never fear, instead of the real solution, we will just get more nerfs to slow the game play cycle down and mask the issue. It is just easier than messing with the economy or adding in some sort of limiting system that has to be finely balanced. I have a saying, "There is ideal and then there is real". Reality is, they will never add an upkeep system to the game so you can stop singling me out as a threat to your preferred playstyle.

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grapedog
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Re: Suggestion how complete and improves Xenons factions as Main Enemy

Post by grapedog » Tue, 4. May 21, 00:40

Midnitewolf wrote:
Mon, 3. May 21, 22:09
grapedog wrote:
Sun, 2. May 21, 03:04
jlehtone wrote:
Sun, 2. May 21, 01:11

This game does already have such mechanism. It is called "player". The "player" has the power to limit the player.

... or so they usually say about single-player games.
He can't govern himself... so he wants to **** over every other player in the game. Obviously if he can't figure something out, it must be changed. Dude has a serious hard on for taxing everything... dont ask him about crystal mining or shipyards either. Every change is an attack on him personally.
Don't know what your problem is but I am playing the game within the way it is designed to be played. If the game doesn't have a mechanic limiting the player from becoming overpowered and causing the game to lose its challenge, that isn't my fault, that is the developers fault.

Sorry you don't like that I have a different opinion than you about things but I am just thinking about what would improve the game overall, not a single players comfort, sorry if that bothers you but at least I am not attacking you as a person or even saying your playstyle is wrong because you find it perfectly find to "limit" yourself in a game that isn't designed in that fashion. Bravo to you for your self control.

In any case, the game has flaws. Sorry but it does. The fact that a players power can snowball out of control is a huge one and it is pretty obvious the devs have tried to fix it or at least slow the problem down with nerfs you mentioned. I don't agree with nerfs, they are bandaids at best and usually just piss off the players who like things as they are. Hey your a prime example of a player who apparently doesn't like change. I am calling for change, but you, Oh hell no, don't change my game and don't you dare disagree with me or I will make it out that you take changes to the game as a personal attack...when you seem to be taking the fact I am calling for change as a personal attack against you and your way of playing the game.

Anyway dude. You disagree, I get it. I disagree, apparently you get that. Your not going to change my mind that the game could see a massively level of improvement if they added some sort of upkeep or limiter to keep the players power from getting out of control. It would fix the issue of the Xenon becoming irrelevant which is the topic of this thread and it wouldn't be a bandaid fix that just postponed the problem until later in the game cycle. The devs can decide what they want to do and never fear, instead of the real solution, we will just get more nerfs to slow the game play cycle down and mask the issue. It is just easier than messing with the economy or adding in some sort of limiting system that has to be finely balanced. I have a saying, "There is ideal and then there is real". Reality is, they will never add an upkeep system to the game so you can stop singling me out as a threat to your preferred playstyle.
I could probably find 19 differemt threads, and it doesn't matter what the question or problem is, but you drop your opinion about how upkeep would fix that problem.

You want taxes, that's fine... but keep that suggestion in the thread for it. You don't need to wax poeatic about upkeep in every single thread you comment on, regardless of topic.

Trueam
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Re: Suggestion how complete and improves Xenons factions as Main Enemy

Post by Trueam » Sun, 23. May 21, 01:33

Midnitewolf wrote:
Mon, 3. May 21, 22:09
grapedog wrote:
Sun, 2. May 21, 03:04
jlehtone wrote:
Sun, 2. May 21, 01:11

This game does already have such mechanism. It is called "player". The "player" has the power to limit the player.

... or so they usually say about single-player games.
He can't govern himself... so he wants to **** over every other player in the game. Obviously if he can't figure something out, it must be changed. Dude has a serious hard on for taxing everything... dont ask him about crystal mining or shipyards either. Every change is an attack on him personally.
Don't know what your problem is but I am playing the game within the way it is designed to be played. If the game doesn't have a mechanic limiting the player from becoming overpowered and causing the game to lose its challenge, that isn't my fault, that is the developers fault.

Sorry you don't like that I have a different opinion than you about things but I am just thinking about what would improve the game overall, not a single players comfort, sorry if that bothers you but at least I am not attacking you as a person or even saying your playstyle is wrong because you find it perfectly find to "limit" yourself in a game that isn't designed in that fashion. Bravo to you for your self control.

In any case, the game has flaws. Sorry but it does. The fact that a players power can snowball out of control is a huge one and it is pretty obvious the devs have tried to fix it or at least slow the problem down with nerfs you mentioned. I don't agree with nerfs, they are bandaids at best and usually just piss off the players who like things as they are. Hey your a prime example of a player who apparently doesn't like change. I am calling for change, but you, Oh hell no, don't change my game and don't you dare disagree with me or I will make it out that you take changes to the game as a personal attack...when you seem to be taking the fact I am calling for change as a personal attack against you and your way of playing the game.

Anyway dude. You disagree, I get it. I disagree, apparently you get that. Your not going to change my mind that the game could see a massively level of improvement if they added some sort of upkeep or limiter to keep the players power from getting out of control. It would fix the issue of the Xenon becoming irrelevant which is the topic of this thread and it wouldn't be a bandaid fix that just postponed the problem until later in the game cycle. The devs can decide what they want to do and never fear, instead of the real solution, we will just get more nerfs to slow the game play cycle down and mask the issue. It is just easier than messing with the economy or adding in some sort of limiting system that has to be finely balanced. I have a saying, "There is ideal and then there is real". Reality is, they will never add an upkeep system to the game so you can stop singling me out as a threat to your preferred playstyle.
Upkeep or limiter doesn't help Xenon to survive versus NPC factions lol.

Only upkeep that have some logics is pay out to crew (just some credits for works, only if they do some work :mrgreen: ) , everything else is self sustain economics, only thing that should limits you its yours PC performance.

If you don't like many stations and ships just don't build too many - limit itself.

The only thing that helps them - reworking adding them all available weapons (missiles, tops, Asgard MC included) in the game, new ships type (M0, Terraformed, more S, M type, L miners ), main caliber to theirs Capital Ships, escort that fast destroy enemy turrets.

All station need to have defenses with range 15+ Km (big turrets of that TER Battleships) - to be a defense station or they just target practice for destroyers, artillery weapons, torps , missiles . The drones still don't work OOS, and they easy to destroy in IS. (Drone need to be more like in X: R heavy types)
In late game Xenon's have hard time to capture sectors and become weak even to NPC fleets, because faction storming only xenon sectors ignoring war between factions lol.

This look mostly like draw or some time Xenon start to lose sectors, because in OOS they so weak.
In IS mode they are losing turrets to NPC missile fighters, destroyers missiles turrets very fast. S, M ships of Xenon don't destroy turrets of enemy CAP Ships, K with escorts can't deal with single Rattlesnake in OOS mode.

Fleet Formations size, Advanced tactics, more weapon type use, and installed mods use must be bound to players strength, if player become strong it get strong opponents to fight (dynamically adaptive enemy to player + faction's strength) this is the only way to satisfy all player types.
:xbtf: :xt: :x2: :x3: :x4: :arrow:

Malchar
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Re: Suggestion how complete and improves Xenons factions as Main Enemy

Post by Malchar » Sun, 23. May 21, 21:31

We can considere the current version as buggued, that makes xenons weaker than expected by devs.

However, xenons have never been a threat, whatever the version considered. At best they were a nuisance, and they performed the destruction jobs intented for allows universe economy to run correctly.

Frankly guys, answer me ; who among you have ever been lose because of the xenons ... even when you were a rookie learning the game ? Who have see all his stations destroyed by xenons ? who have see the xenons conquiere 2/3 of the sectors, cutting you from remaining customers and dooming you to bankrucy ?

Xenons have always been paper s tigers. The difference is ; it is too obvious at the 4.0

The real problem is not xenons. The problem is egosoft want a game with multiple goals, and target players with very differents, and antagonist wishes. Like always when you want to please everyone, you really succed with no one.

A beginning of solution would be a diffulty level, a kind of slider for xenons strengh, that can even start with no xenons. Last words of the previous sentences is an illutration for the sentence above. When you speak and imagine how to make xenons stronger, an other part of the community have developped and use mods like ; ''nerf xenons'' and even ''no xenons''

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Re: Suggestion how complete and improves Xenons factions as Main Enemy

Post by rubahax4 » Mon, 24. May 21, 08:03

There were many messages threatening to stop playing, because xenons do not allow the player's economy to develop peacefully and safely.

The best option would be to make the choice at the start of the game a safe game or a threat, even without a plot.

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Re: Suggestion how complete and improves Xenons factions as Main Enemy

Post by jlehtone » Mon, 24. May 21, 10:24

rubahax4 wrote:
Mon, 24. May 21, 08:03
There were many messages threatening to stop playing, because xenons do not allow the player's economy to develop peacefully and safely.
There are also claims that economy "breaks completely", if there is peace.
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grapedog
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Re: Suggestion how complete and improves Xenons factions as Main Enemy

Post by grapedog » Mon, 24. May 21, 11:50

jlehtone wrote:
Mon, 24. May 21, 10:24
rubahax4 wrote:
Mon, 24. May 21, 08:03
There were many messages threatening to stop playing, because xenons do not allow the player's economy to develop peacefully and safely.
There are also claims that economy "breaks completely", if there is peace.
I think the most complete peace you can have is unifying the PAR/HoP into TRI. TEL is just themselves, angry only at losing money. ANT isn't at war with anyone, and neither are PIO/TER. IF ZYA wins, they'll reduce FAF pirates, but still war with ARG, and ARG with them. If you side with CUB, then CUB/RHA will still fight, and RHA is at war with ARG, but ARG is not at war with RHA... for some reason. Maybe this is overlooked by devs? Also siding with CUB will have FAF pirates running rampant. So Yaki, FAF, and SCA will always be around to get some kills... and then SPL depending on who you side with, will stay angry. And Xenon....

In my long save, I unified PAR/HoP, and sided with CUB, while wiping out most of the Xenon around the map. I had very little shipbuilding business overall in that universe, though most of my factories still produced good amounts. I've paused playing it since Xenon are so weak, they only have Emperor's Pride... and they're getting bullied. But I set the TRI to war with TER, and CUB/RHA is still going, and I sell a lot of ships to Yaki. So business is a little better. This game taught me the value of having the Xenon around in different pockets.

I kind of wish the Xenon could always respawn reliably in some way, like if there was a setting for that somewhere. In other saves I'm much more of a keep the Xenon confined to certain areas so they don't bother me, but they can mess with the NPC factions all they want.

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