Xenon Ship Redesigns
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Xenon Ship Redesigns
I think the Xenon fleets need another look at… The S/M class ships are just plain meh, I think the P, could use a few more turrets attached to it
The fighters are just there to have fun to blow up, dangerous only in a swarm, but it would be nice to have a couple stronger fighters in their arsenal
Now… The Xenon capitals… they are absolutely imposing and beautiful too look at but wayyyyy too easy to defang, they flat out need more turrets and lower repair times for turrets or better shielding for the turrets
I can’t remember the last time that I had a crazy fight where the Xenon capitals really did anything other then sit there and be a bullet sponge
The fighters are just there to have fun to blow up, dangerous only in a swarm, but it would be nice to have a couple stronger fighters in their arsenal
Now… The Xenon capitals… they are absolutely imposing and beautiful too look at but wayyyyy too easy to defang, they flat out need more turrets and lower repair times for turrets or better shielding for the turrets
I can’t remember the last time that I had a crazy fight where the Xenon capitals really did anything other then sit there and be a bullet sponge
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Re: Xenon Ship Redesigns
More powerful might not be healthy for the universe since it would mean factions struggle more to deal with them. Ultimately the universe should remain relatively stable without user interaction. The Xenon certainly should not end up conquering the universe.
Re: Xenon Ship Redesigns
They don’t have to conquer the galaxy, I just want them to be able to shoot back, they’re usually defanged by the time I show up or get defanged really quickly and I don’t get too see the fireworksImperial Good wrote: ↑Sat, 18. Sep 21, 01:31More powerful might not be healthy for the universe since it would mean factions struggle more to deal with them. Ultimately the universe should remain relatively stable without user interaction. The Xenon certainly should not end up conquering the universe.
Re: Xenon Ship Redesigns
I think there should be the option for a challenge if the player so desires. Not a lot of fun if the Xenon can't put up a fight or pose a serious threat to other factions in the universe.Imperial Good wrote: ↑Sat, 18. Sep 21, 01:31More powerful might not be healthy for the universe since it would mean factions struggle more to deal with them. Ultimately the universe should remain relatively stable without user interaction. The Xenon certainly should not end up conquering the universe.
A good solution without implementing different settings or overly complicating things would be to have a mission series/storyline that is kind of like the hub plot, allowing you to activate a jump gate that leads to high production Xenon space with an established fleet to jumpstart things. Doing so could even readjust the numbers on the Xenon faction, allowing them to build bigger fleets and expand without spreading themselves too thin elsewhere as well.
Right now, artificial limitations really seem to have killed the dynamic nature of X4's universe.
Re: Xenon Ship Redesigns
I dont think, nor heard, people asked xenons to be an irresistible strengh made to rule to world.Imperial Good wrote: ↑Sat, 18. Sep 21, 01:31More powerful might not be healthy for the universe since it would mean factions struggle more to deal with them. Ultimately the universe should remain relatively stable without user interaction. The Xenon certainly should not end up conquering the universe.
Imo a situation balanced like it was at the v3.0 or skightky earlier would be enough.
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Re: Xenon Ship Redesigns
God forbid anything present a challenge in this game am i right lol...the xenon should absolutely conquer large portions of the galaxy, they are supposed to be the big baddies, a major threat, not everyones punching bag...Imperial Good wrote: ↑Sat, 18. Sep 21, 01:31More powerful might not be healthy for the universe since it would mean factions struggle more to deal with them. Ultimately the universe should remain relatively stable without user interaction. The Xenon certainly should not end up conquering the universe.
Re: Xenon Ship Redesigns
exactly, what is the point of this simulated economy if its all static until you choose to change it, and what is the point of xenons if they are just there doing nothing, defying lore and bringing 0 gameplay to it
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
Re: Xenon Ship Redesigns
One thing that might be worth looking at is that Xenon fighters are pure AI - meaning that they are not bound by G forces and that by their computer brain, they should be able to calculate out their needs for victory precisely.
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Re: Xenon Ship Redesigns
I think the solution would be to fix gun hit roll logic so main batteries can miss. The only reason the factions do so well against the Xenon is that their destroyers melt the Xenon fighters and keep hitting the Xenon capitals after losing all their turrets due to their main batteries never being destroyed and never missing in low attention.
Re: Xenon Ship Redesigns
IMO before changes of existing ships, Xenons need to plug the holes in their ship set:
- proper XL Carrier
- proper L Destroyer
- L Freighter/Miner
- 6-turret gunboat (like Jian)
- proper XL Carrier
- proper L Destroyer
- L Freighter/Miner
- 6-turret gunboat (like Jian)
Re: Xenon Ship Redesigns
They are also missing a heavy fighter I believe? Something like the old L could be brought back to fill the role. Currently none of their small ships seem particularly durable.
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Re: Xenon Ship Redesigns
just 1 proper xenon L destroyer with front guns would solve a lot of our needs
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
Re: Xenon Ship Redesigns
Re: Xenon Ship Redesigns
I think just adding a lot more HP to turrets in general would go a long way for all capitals. On top of that, add more repair for Xenon capital components. Better M-shields (or just more slots for shields) is also possible. This change would change the M class ships to more robust, they do take much more hits than S-class anyways.
Maybe make Xenon N cheaper so that they actually would be used as swarms? Bringing back the L fighter with a Missile launcher might be interesting.
Maybe make Xenon N cheaper so that they actually would be used as swarms? Bringing back the L fighter with a Missile launcher might be interesting.
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Re: Xenon Ship Redesigns
No it's not - they already have Xenon M (which is in fact Xenon L from X3), to get an LX you just need to slab two of them together at 90 degree - it kinda looks like dual nose.Imperial Good wrote: ↑Mon, 20. Sep 21, 12:35They would need to remake it which, like all ships, is a lot of work.
That's not much of an effort, but simple kitbash:
https://roguey.co.uk/x3ap/ships/ship-171/
https://roguey.co.uk/x3ap/ships/ship-172/
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Re: Xenon Ship Redesigns
No they dont, the M and N are exact copies (M is actually L though) from x3. No need for cockpits, proper landing gear, internals or anything.Imperial Good wrote: ↑Mon, 20. Sep 21, 12:35They would need to remake it which, like all ships, is a lot of work.
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Re: Xenon Ship Redesigns
I am pretty sure they are from XR which had them reworked to be supported. Even if the meshes can be ported they still need to be rigged and simply porting meshes might not result in a high quality end product.NightmareNight91 wrote: ↑Wed, 22. Sep 21, 21:28No they dont, the M and N are exact copies (M is actually L though) from x3. No need for cockpits, proper landing gear, internals or anything.
Re: Xenon Ship Redesigns
I wonder if we as community do the leg work and design (or port from X3 designs) Xenon ships, fully functional, if they are well balanced why not Egosoft add them in the game and had to play with modified flag?Imperial Good wrote: ↑Wed, 22. Sep 21, 21:45I am pretty sure they are from XR which had them reworked to be supported. Even if the meshes can be ported they still need to be rigged and simply porting meshes might not result in a high quality end product.NightmareNight91 wrote: ↑Wed, 22. Sep 21, 21:28No they dont, the M and N are exact copies (M is actually L though) from x3. No need for cockpits, proper landing gear, internals or anything.
Btw the main issue with the Xenon capital ships are
a) the missing modules, especially M shields.
b) turrets get damaged by explosions easily. A post in relation to this
https://www.reddit.com/r/X4Foundations/ ... his_k_has/
When started playing in 2019, the Xenon were pushing hard, especially the "I" was a threat destroying few stations per sector. Now this is not the case.
The Faulty Logic gates were almost constantly swarmed by Ks, Ps and Ms. One time was near the gate in the HOP sector, in the space suit while opening the vault. Had to hide inside the vault/station to avoid been killed by the swarm, while my 2 corvettes had time to arrive. (hadn't researched teleportation yet)
It was an experience and hairy moment. But was fun.
Started with 4.10 a new game last night and cannot kill 9 Xenon ships in the HOP sectors. If one crosses over from Faulty Logic is obliterated.
There are no Xenon!!!