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

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

Post by grapedog » Mon, 3. May 21, 00:04

Pretty much the only time i take resource finding missions is if i have already done a 25 probe drop a couple times, to locate resources on my own. Then i can accept a mission, fly over to my probe, pick it up, re-drop it, and move on with life.

The xenon turret missions i don't do at all, too time consuming for the reward. Usually i can find a similar reward from a different mission.

Id like to see more factions offer missions that reward ships. And not just mineral miners, but gas miners too. Or modded destroyers, or modded corvettes/frigates.

Id like to be able to open up more black markets by completing missions. Maybe SCA missions, or TEL, ANT, and PIO trade missions... or from HAT and ALI. More ALI missions in general too.

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.

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

Post by NightmareNight91 » Mon, 3. May 21, 07:12

I agree with point 4, the current loot mechanics are needlessly tedious. I would love to see larger ships have a more powerful magnet, as well as maybe speeding up cargo drones, they are to slow to reliably collect loot.

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

Post by jakotheshadows » Mon, 3. May 21, 10:34

Pitagora wrote:
Sun, 2. May 21, 15:11
- Killing xenon stations turrets are impossible 99% of the times. Rockets can't do the job either because are not sufficent or because they destroy the section. Capitals ends up destroyng the platforms. Smaller ships got swarmed by 100 drones per try. Sniper ray guns are not an option because they can't be aimed on a turret from 10 kilometers. And spending literally hours on surgical strikes risk being voided by a passing odysseus destroyng a station section out of nowhere. A very easy fix should be NOT failing the mission if a section filled with turrets is destroyed in the process. Maybe failing it if you wipe out completely the station.
I would say its more like killing Xenon Stations turrets are impossible 10% of the time. That 10% is when the Xenon somehow manage to build another module over the top of one of their turrets, and that module itself has turrets that need to be killed which may themselves be obscured by the bizarre module placement. Killing modules of course fails the mission as you said, so there are literally turrets you can't kill without failing the mission. Flying an Odysseus imo is the best way to do these missions for the battery range and accuracy it takes 2 shots for most turrets at a safe distance of 10 km, and the Odysseus is one of only 2 destroyers fast enough (with engine modifications) to outrun even an M. It takes forever, but taking a long time is not equivalent to impossible imo. They need to fix the xenon module placement and considerably beef up rewards for these missions. I want at least something on the order of 100 High Energy Catalysts for an effort of this magnitude. As an example, on such mission I have in my log that I might never actually complete expects me to kill 30 turrets, and not only that but it is seemingly picky about which turrets you kill rather than simply killing any 30 turrets. The reward for this mission is like 3m credits and a single high energy catalyst, which isn't even enough of that material for a single weapon modification. So let me get this straight, you want me to strip a substantial portion of the defenses from a Xenon Warf taking almost an hour to finish the task and you give me less than a minutes worth of drop farming as a reward? At the point where you're ready to take on the harder Xenon war missions, I think its pretty safe to say that credits aren't as much an objective from your missions so much as things like rare drops that you'd have to meticulously farm kills and pickup drops for. Many of these missions offer those, but the pitiful quantities (in my case, literally a single High Energy Catalyst, :lol: ) in which they're awarded make the missions pretty much completely not worth doing combined with the possibility of messed up xenon module placement making the missions themselves impossible.

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

Post by GCU Grey Area » Mon, 3. May 21, 11:32

jakotheshadows wrote:
Mon, 3. May 21, 10:34
I would say its more like killing Xenon Stations turrets are impossible 10% of the time. That 10% is when the Xenon somehow manage to build another module over the top of one of their turrets, and that module itself has turrets that need to be killed which may themselves be obscured by the bizarre module placement. Killing modules of course fails the mission...
This cropped up in one of my recent missions. The final turret I needed to smash on a Xenon shipyard was on a storage module which intersected a Xenon S/M dock module, so that the turret was essentially inside the dock. Only way I managed to eliminate it was to bring in my Katana which has a torp launcher fitted. Splash damage of 1 heavy torp, launched so it impacted on the dock module directly above the turret, was sufficient to get rid of the turret without causing excessive damage to the storage module. Have since kitted out an S fighter with torps to carry aboard my Syn, just in case this happens again & don't feel like waiting for my Katana to fly halfway across the universe before I can finish the mission (Katana's a fast ship but Grand Exchange to Emperor's Pride still took quite a while).

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

Post by Pitagora » Mon, 3. May 21, 13:33

I appreciate your feedback guys, but the question is always: "Is it fair to fail the mission for "collateral" damage?". That's the point.

I'm sure you're all very skilled pilots, but 2 hours for a single step of a single "normal" mission is more tedious than funny imo. Many players (myself included) choose to ignore that missions regardless the needed skill to complete it, but just because too much time is needed for the rewards offered.

@grapedog
grapedog wrote:
Mon, 3. May 21, 00:04
Pretty much the only time i take resource finding missions is if i have already done a 25 probe drop a couple times, to locate resources on my own. Then i can accept a mission, fly over to my probe, pick it up, re-drop it, and move on with life.
Absolutely, it's the same for me as well 80% of the time. The problem is when the required numbers are not actual or possible for that sector.
grapedog wrote:
Mon, 3. May 21, 00:04
The xenon turret missions i don't do at all, too time consuming for the reward. Usually i can find a similar reward from a different mission.
That's exactly the point I'm underlining.
grapedog wrote:
Mon, 3. May 21, 00:04
Id like to see more factions offer missions that reward ships. And not just mineral miners, but gas miners too. Or modded destroyers, or modded corvettes/frigates.
Id like to be able to open up more black markets by completing missions. Maybe SCA missions, or TEL, ANT, and PIO trade missions... or from HAT and ALI. More ALI missions in general too.
Yup, variety is always welcome, but I'd focus to fix what is in the game already. That's the point of my post.
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.
Nice trick :D But it doesn't solve the problem when a requested resource is not listed in any of the sector stations.
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Re: @Egosoft. A list of "must be done asap" things.

Post by GCU Grey Area » Mon, 3. May 21, 13:52

Pitagora wrote:
Mon, 3. May 21, 13:33
I appreciate your feedback guys, but the question is always: "Is it fair to fail the mission for "collateral" damage?". That's the point.
To be honest I quite like it that these mission do require a bit of care to complete successfully. Find it quite satisfying to complete these missions with a minimum of collateral damage. Not sure I'd enjoy them as much if I simply had to destroy the station to complete them (though I also do those missions too). Actually looking for one right now - want to try out Admiral Sausage's approach with the Burst Rays.

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

Post by jakotheshadows » Mon, 3. May 21, 13:58

Pitagora wrote:
Mon, 3. May 21, 13:33
I appreciate your feedback guys, but the question is always: "Is it fair to fail the mission for "collateral" damage?". That's the point.

I'm sure you're all very skilled pilots, but 2 hours for a single step of a single "normal" mission is more tedious than funny imo. Many players (myself included) choose to ignore that missions regardless the needed skill to complete it, but just because too much time is needed for the rewards offered.
To put it simply: for the current implementation of the xenon turret missions, no it isn't. As you said, the rewards vs effort is a joke and sometimes module placement makes the mission literally impossible (with a semi-possible exception where one poster mentioned torpedoes) without destroying the module. I think the only points I disagree with you on are what makes the mission impossible and which techniques are viable for completing the mission. The incentives for doing these missions are just not there. There are far more efficient ways to get argon / terran rep, there are far faster ways to get 3M credits, and I can get at least 50 times the modification parts from just killing enemies nowhere near a Xenon station for the same amount of time it takes to complete one of these Xenon turret missions.

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

Post by jakotheshadows » Mon, 3. May 21, 14:06

Pitagora wrote:
Sun, 2. May 21, 15:11
2) Repeated orders.
- We desperately need basically 2 things in repeated orders: "Dump all your cargo/inventory in this ship/station" command and ability to skip current order to proceed on the next one queued.
This is kind of there for inventory, but what I've found is the deposit inventory command will completely clobber your repeat orders queue if the pilot for whatever reason in that step has no inventory to deposit. Buy / Sell commands work AFAIK on repeat orders just fine even if the full trade amount can't be fulfilled without shutting the loop down, so it is really unclear to me why this wouldn't just work for inventory as well. I do know that the deposit inventory command is somewhat annoying to discover because normally with this sort of command you'd expect the option to appear when selecting a ship, and bringing up the context menu from that ship to a target station to include this option. Apparently however since station inventory storage is only available on the PHQ the context menu to "deposit inventory at PHQ" is just kinda there on the ship itself without a target.

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

Post by Pares » Mon, 3. May 21, 14:41

Pitagora wrote:
Sun, 2. May 21, 15:11
- Killing xenon stations turrets are impossible 99% of the times. Rockets can't do the job either because are not sufficent or because they destroy the section. Capitals ends up destroyng the platforms. Smaller ships got swarmed by 100 drones per try. Sniper ray guns are not an option because they can't be aimed on a turret from 10 kilometers. And spending literally hours on surgical strikes risk being voided by a passing odysseus destroyng a station section out of nowhere. A very easy fix should be NOT failing the mission if a section filled with turrets is destroyed in the process. Maybe failing it if you wipe out completely the station.
Doing the Terran vs Xenon turret destroying missions is how I got my first few millions after getting the Syn, so they are absolutely doable. Most of the missions I done requested destroying 30-50 turrets. Short bursts from the Syn main guns do the job pretty well. I only failed on such mission after destroying a station module, but that was like the first such mission I ever done, I underestimated the power of Syn :twisted: Since then I did not fail any. Also the only ships I encountered during doing these missions were Ks coming to the defence of the stations, but it was early game and stations deep in Xenon territory.

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

Post by Pitagora » Mon, 3. May 21, 20:22

jakotheshadows wrote:
Mon, 3. May 21, 14:06
Pitagora wrote:
Sun, 2. May 21, 15:11
2) Repeated orders.
- We desperately need basically 2 things in repeated orders: "Dump all your cargo/inventory in this ship/station" command and ability to skip current order to proceed on the next one queued.
This is kind of there for inventory, but what I've found is the deposit inventory command will completely clobber your repeat orders queue if the pilot for whatever reason in that step has no inventory to deposit.
Well that's a dev problem, if any. Anyway a cargo unload command can be really welcome. Think about a swarm of couriers ready to pickup hacked stations loot and quickly dump it in a nearby incarcatura, all automatic until no more loot is available. Or program some of them around your best complex to void all marauders efforts.
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Re: @Egosoft. A list of "must be done asap" things.

Post by Sassbarman » Tue, 4. May 21, 02:39

100% agree with addressing the flee mechanic. Right now it is beyond frustrating watching my 7 million credit Buffalo fly straight at the enemy it’s trying to flee from. C’mon ES!

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

Post by apricotslice » Tue, 4. May 21, 11:37

Just adding a few things for Cradle of, err, whatever.

When you're in the station overview screen, and you have a lot of modules, I'm finding some of them used to build ships with are not connecting to the build modules. Mainly Terran modules.

In Station Information, the expected operating budget is a joke, and completely ignores closed loops. That figure should reflect only what needs to be bought, and ignore everything produced to be consumed.

When you're in Map mode/Station Build mode, or Station Overview mode, of which I spend about 95% of my time in one of those going back and forth, you don't get any announcements of any kind. Ship in danger? Tough, it gets killed without you knowing anything. There is room next to the character name up top left for a 3 line announcement area.

I keep hearing pilots telling me they want orders, or want permission to leave, and have no idea which ship it is or where it is. How about some information? Especially when you're in map or station modes.

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

Post by spankahontis » Tue, 4. May 21, 16:48

- Yes, any mission for that matter that requires "A transfer" I had to learn to use the Hotkeys (1) & (2) cause sometimes i'm on the UI Map and pressing escape was like taking the "Not now" option. Mousing over the Back Button or learning the hotkeys (Which is next to the dialogue choices to answer) are the only ways to navigate this part without botching the mission.
A definite rethink is needed.

- I always assumed that the Deliver Wares Missions had their own ware storage, similar to X:Rebirth's version of this mission?
Guess only option is to SETA and wait for these wares to be available? Or order your ships to 'Distribute Wares' in behaviour tab, check box the wares you want that's in your ships hold and wait for your NPC ship to finish the task?

- I Used a Terran Bomber to lock onto and fire missiles at Xenon Station Turrets from a safe distance. Problem for me is it's time consuming, 40 Turrets is just TOO MUCH.
And yeah, I think destroying the module the turrets are on should count as taking all the turrets on that module down.
Unless the reward is REALLY TEMPTING? then I avoid these missions.

- I agree with prospecting, they need to rebalance the needs of these missions by half it's yield. I am draining Antigone Republic, the Void and other Antigone Sectors dry so finding the yield they want, even when each Sector I've dropped 50 Resource Probes all over the sector I can't find what they are looking for.
My strategy was to always find the largest yield they're asking for, drop a probe there and keep it there for future Prospecting Mission, deactivate probe, collect, drop it again and it was an easy mission win as the Faction you're doing the mission for doesn't claim the probe like they do in satellite drop missions.

- I agree that Mission rewards need a rethink, missions that offer you Nvidium Oxide/Crystallite, Tuning Software etc. something that is abundant to collect from scavenging ship wrecks and most ships drop them in fights, my hold has hundreds of them.
I don't think it makes a worthwhile reward when compared to a Magnetar, 5000 Nvidium, a 3 Star Captain and 30+ Able Crewman as a reward.
I agree 100% that there needs to be a rethink on rewards by tier of relations. Magnetar's for Rewards should be high relation +20 level rewards unlocked to reflect their trust in your ability.
Get stupid rewards like Nvidium Crystalites out of the guild missions, replace them with something better, a Basic Modification with a cash reward, New Skin + Cash, Spacefly Caviar.
Heck i'd take Argnu Steaks and Mixed Fruits those items are rare to find at Traders.
Delivering Food and Medical Supplies should get you some Fine Meals and Medikits alongside your cash reward, free samples from the food/medical company!
Or maybe they offer you a choice of rewards? You get a list of 3 possible rewards you get to choose from? That would be interesting.

- Yes, Ship Magnets should be stronger by size of ship.
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.
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My most annoying Bugs list 6.0 Beta 4 + [All DLC]
--------------------------------
Nvidium Worshop Animation Enlarge Broken :(
Building Modules causes low frame rate :o
Massive Framerate drops freezing game! :doh:
Save Corrupted Fixed the Crash! :-D

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

Post by grapedog » 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.

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

Post by Pitagora » Tue, 4. May 21, 22:29

apricotslice wrote:
Tue, 4. May 21, 11:37
When you're in Map mode/Station Build mode, or Station Overview mode, of which I spend about 95% of my time in one of those going back and forth, you don't get any announcements of any kind. Ship in danger? Tough, it gets killed without you knowing anything. There is room next to the character name up top left for a 3 line announcement area.
I keep hearing pilots telling me they want orders, or want permission to leave, and have no idea which ship it is or where it is. How about some information? Especially when you're in map or station modes.
Well, a pile of notifies, like any good strategic game use to give, could be a dream come true in a X game. You get falling bubbles on the right part of the screen, you click some to give your orders, rightclick to dismiss and you never forget a ship floating in space for 1 day...

But that's stuff for anoter topic I fear... My goal here is to point out the shortest possible list of quick fixes on certain important matters... Yes, the proposed loot mechanic modifications is not a quick fix, but just giving different range per ship size should be a great step forward with a minimum effort.... I think.
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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.
Ragna-Tech.. Forging a Better Tomorrow!

My most annoying Bugs list 6.0 Beta 4 + [All DLC]
--------------------------------
Nvidium Worshop Animation Enlarge Broken :(
Building Modules causes low frame rate :o
Massive Framerate drops freezing game! :doh:
Save Corrupted Fixed the Crash! :-D

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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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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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