@Egosoft. A list of "must be done asap" things.

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spankahontis
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Re: @Egosoft. A list of "must be done asap" things.

Post by spankahontis » Tue, 4. May 21, 23:48

grapedog wrote:
Tue, 4. May 21, 18:15
spankahontis wrote:
Tue, 4. May 21, 16:48
grapedog wrote:
Mon, 3. May 21, 00:04

For delivery missions, i just hack station storage. I hate having to complete them like that, but that is a quick amd dirty way to force a completion.
That's a pretty good idea, that!
But you are sacrificing a System Decryption module, they're not cheap and are semi-rare to find on Pirate Ships/Xenon.
Yes, but i typically get lots of those. Ans if i need to use one to complete a wares mission that gives a good reward, i don't mind too much.

Though i feel delivering wares should have some kind of storage allocation set aside... unless the point is for it to be a long drawn out mission.

Hacking Stations is quite profitable at the early stages of the game, but it's balanced out with accessibility as you either have find Black Marketers to sell you the parts, or you wait for Xenon and Teladi to rip each other apart and help yourself to any you find laying around in space.
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Jeraal
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Re: @Egosoft. A list of "must be done asap" things.

Post by Jeraal » Wed, 5. May 21, 14:49

spankahontis wrote:
Tue, 4. May 21, 23:48
grapedog wrote:
Tue, 4. May 21, 18:15
spankahontis wrote:
Tue, 4. May 21, 16:48



That's a pretty good idea, that!
But you are sacrificing a System Decryption module, they're not cheap and are semi-rare to find on Pirate Ships/Xenon.
Yes, but i typically get lots of those. Ans if i need to use one to complete a wares mission that gives a good reward, i don't mind too much.

Though i feel delivering wares should have some kind of storage allocation set aside... unless the point is for it to be a long drawn out mission.

Hacking Stations is quite profitable at the early stages of the game, but it's balanced out with accessibility as you either have find Black Marketers to sell you the parts, or you wait for Xenon and Teladi to rip each other apart and help yourself to any you find laying around in space.
Lockboxes can be good sources too.
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GCU Grey Area
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Re: @Egosoft. A list of "must be done asap" things.

Post by GCU Grey Area » Thu, 6. May 21, 15:48

Have been doing a few of the delivery mission recently. Found that in 4.0 I rarely need to hack station storage (whereas pre-4.0 it was pretty much essential to do them in any sort of sensible time frame). This has been typical of many recent missions:
https://www.dropbox.com/s/nswoj0zgq028u ... 1.jpg?dl=0
Best guess I've got for why they've become so much quicker to complete is that the 4.0 changes to workforce also affected NPC stations & now there's significantly greater demand for food & meds.

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Re: @Egosoft. A list of "must be done asap" things.

Post by grapedog » Thu, 6. May 21, 18:34

I know i built an additional 3 universal(not including TER, **** those douches) food/med supply complexes, and they do pretty good business. Food and meds were just hard to come by.

I did some delivery post 4.0 and had issues often enough to be annoying, for non food/med.

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Re: @Egosoft. A list of "must be done asap" things.

Post by Ezarkal » Thu, 6. May 21, 23:16

Pitagora wrote:
Sun, 2. May 21, 15:11
I'd like to get feedback on this list from other players. I'd like to understand if the point listed are just seen as my personal opinions or can be widely shared by the player base.

I'm actually very curious to see if there are players who think the exact opposite on these 4 points and like it how the game works right now.
-I fully agree with point 1 and 3 (mission goal/rewards and override system). What we have right now is much better than what we used to have, but there's still plenty of room for improvement.

-I disagree with point 4, (Looting system) but mostly on the aspect of immersion. Having a low-maneuverability capital-ship being able to collect all the tiny crates in an instant does not make sense to me. Yes, collecting them all by yourself is a hassle, but you can (and should) use some NPC-piloted small fighters to do the job for you. It works extremely well, to the point where I keep fighters dedicated to this task in every "hot" zones I find. Then said fighters can be sent to drop the loot to the HQ, or asked to drop the loot in a crate for another dedicated fighter to bring the stuff to the HQ (or for you to pick up), to your preference.
But if you choose to fly in a capital ship, I say it's your choice and you have to deal with the limitations.

-I strongly disagree with point 2. To my sense, the reason why "transfer" is not an option on repeat queue order is because "transfer" ignores the ware's storage limitations. So if you start setting supply runs with the "transfer" option and then forget about them, you'll end up with a station storage completely clogged with a ware you normally only need in small amounts, and then you'll have to start micro-managing freeing up storage space.
As far as station production chain / build storage supply goes, there's nothing you can't do with the proper "buy/sell" repeat queue and proper storage setup.
I will admit I have no clue about how it works with ship-to-ship transfer. I had no time to test since the feature was implemented, and I'm not there yet in my current playthrough.
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Re: @Egosoft. A list of "must be done asap" things.

Post by dyingcrow » Fri, 7. May 21, 02:29

Longer range loot magnets, or tractor beams, should be by ship. This would make build storage looting or station hacking piracy more attractive for those who want to play that way. I have mine set to 20km, but i'm lazy, 10km would be just fine.

For the sake of gameplay, cargo drones should be used only for ship to ship or ship to station transfers, not containers floating in space.

Transferring drones should not require ships to be docked, makes no sense. They can fly on their own.

Looting build storages carry no penalty, which is lame and should be corrected. One only has to look out for a build storage that has been fully stocked and still no builder, there could be a station's worth of build stuffs in there. We loot, no one cares. Any station built after game start will have a build storage, and they should be pissed if we just happen to shoot and steal the loot.

Abandoned build storages should be destructible. The whole map is littered with them, bloating saves.

Drones docking, overall, should be dropped. It's a waste of CPU and player patience. Better if they just got scooped by some magic force, aka tractor beam. Remember when we were able to tractor big asteroids across sectors and gates to a station with modules connected by flimsy, crooked tubes?

I'd really, really welcome being able to build mining stations on big asteroids. No need to tow them somewhere else. And they already exist, far, far out.

Repair drones should always stick to the ship, independent of drag mods and ship speed. We should be able to decide when to launch them. I've been in way too many situations where repair drones get destroyed by my own turrets and getting me in a way worse predicament, because they become infinite mass and stick to the hull, tossing the ship into an uncontrollable spin and aborting travel mode.

Wrecks should not be affected by drag, and should have no mass. They don't have any, and that makes them black holes able to stop anything.

S/M docking in high attention was a good idea, very immersive, but let's be realistic, it's clunky, and fun for the whole of 5 minutes, then it becomes a waste of time. We all just teleport out and let it happen in low attention, or teleport to the ship and dock it ourselves. Instead, please, have them stage somewhere and be tractored into the pad. They already bump and clip all over the place, so, if they clip to dock by tractor, why would we care? We just want it to be done efficiently.

Get rid of the RNG % value for mods. It's the most obtuse and OCD inducing mechanic in the game. Keep the RNG for outcomes, but not % values. Just make them % flat. And give them another pass, some do exactly the same just in a different order. For guns, i'ts hard enough getting the reagents. No one wants similar guns doing different things. Just please. I DON'T LIKE GAMBLING % WITH HOURS OF MY REAL LIFE ON A VIDEOGAME to get a 1% damage gun.

dyingcrow
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Re: @Egosoft. A list of "must be done asap" things.

Post by dyingcrow » Sat, 8. May 21, 00:00

Zloth2 wrote:
Sun, 2. May 21, 19:20

... I'm afraid it will make it all but impossible for pirates to intercept anything. As a player, I'm already way out of range by the time the pirate decides to deliver their ultimatum - giving the NPCs the same ability will make pirating impossible, at least in open space. Maybe pirates could be given a "harpoon"? Give them a long range beam weapon that will knock them out of travel drive long enough to do their scan and give their threat. But then, that's going to be seriously annoying to the player when trying to explore the outer reaches of a sector. Arg. Well, whatever the case, I don't think it's going to be an "ASAP" fix - maybe more of an X5 thing.

I think the answer to the 'loot magnet on huge ship' issue is to just make the drones work faster.
*hint hint* there is a mod out there which has interdiction probes. Any ship passing through it's small radius snaps out of travel and have it's engines damaged by a certain %. This is a great tool for route piracy.

This could be implemented in vanilla as a piracy tool, available for purchase in Pirate ports given enough rep. NPC Pirates use it to create ambushes in trade routes, and player getting rep hits with everyone else but Pirates, Hatikva and Alliance, by using it. It would be kind of logical if using those generated +rep with Pirate factions. If +rep with Pirates, player ships would be immune to the effect.

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Pitagora
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Re: @Egosoft. A list of "must be done asap" things.

Post by Pitagora » Sat, 8. May 21, 13:17

Ezarkal wrote:
Thu, 6. May 21, 23:16
-I strongly disagree with point 2. To my sense, the reason why "transfer" is not an option on repeat queue order is because "transfer" ignores the ware's storage limitations. So if you start setting supply runs with the "transfer" option and then forget about them, you'll end up with a station storage completely clogged with a ware you normally only need in small amounts, and then you'll have to start micro-managing freeing up storage space.
As far as station production chain / build storage supply goes, there's nothing you can't do with the proper "buy/sell" repeat queue and proper storage setup.
I will admit I have no clue about how it works with ship-to-ship transfer. I had no time to test since the feature was implemented, and I'm not there yet in my current playthrough.
Basically you disagree on something that should be just added without consequences for what is in the game already? Curious.
I don't want to use such feature for supply chains, the current behaviour works well indeed. But there are scenarios where you indeed need automatic dumb transfers.
Did you ever experienced a marauder hacking your station storage? You end up with tons of stuff floating in space around your station until all the containers timeout. Maybe without you notice at all. Setting up a couple of fast couriers to constantly loot the surrounding can void such problem.
Or even build a marauder fleet yourself. A big cargo ship, some couriers in automatic loot&dump and you're ready to hack any station storage with profit!

Really, there are many scenarios where that feature can be really welcome. Learning the game means use the right tool to do something, opposing to the introducion of another tool to do other things is... Curious, as I said before.
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Drumma
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Re: @Egosoft. A list of "must be done asap" things.

Post by Drumma » Tue, 11. May 21, 21:05

My suggestion has nothing to do with game play but here goes:

Please add NoStardust to the game's graphics options. That's the only mod I use (most of the time) because of visual issues I have. Since NoStardust is a mod, all my files are labelled as modified. I got a few comments when I asked about this in the past that the stardust actually indicates the presence of things but I've never noticed any-things.

GL HF Commanders

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