[FEEDBACK] [7.5B7+] A problem: Stations, combat balance, and faction response

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Ragnos28
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Re: [FEEDBACK] [7.5B7+] A problem: Stations, combat balance, and faction response

Post by Ragnos28 »

grapedog wrote: Tue, 26. Aug 25, 00:40 i feel like the first change, and I would imagine the easiest change, would be to have forces respond to attacks. The lone destroyer killing a defense station happens ALL THE TIME currently in my game.

I even made a beefy defense station for HoP who is losing ground to ANT and PAR.... with a couple free floating defense platforms to dry and draw enemies into the defense stations range, where the rest of the station would obliterate them. It wasn't a monstrosity, but it had a solid 13-15 or so defense platforms spread out. It got taken out by a single PAR destroyer over the course of 20-30 minutes, in Holy Vision, with zero response from HoP... HoP was constantly suiciding their fleets into ANT space while allowing PAR to take over Pontifex's Claim.

Forces responding to attacks seems like the most logical solution. Attacks against stations, or even an enemy destroyer entering the sector. A PAR destroyer shouldn't be able to enter Holy Vision and just fly around and do whatever he wants to do. He should be tracked and attacked and destroyed.
The attackers should also be "buffed", a single destroyer is not much of an invasion force. :gruebel:
adeine
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Re: [FEEDBACK] [7.5B7+] A problem: Stations, combat balance, and faction response

Post by adeine »

Ragnos28 wrote: Tue, 26. Aug 25, 20:53 The attackers should also be "buffed", a single destroyer is not much of an invasion force. :gruebel:
They're often not meant to be. It's stray destroyers that get distracted on the way to elsewhere and end up taking out half a sector on their lonesome.

Pirate factions with no standing army have zero response to this by the way.
Y-llian
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Re: [FEEDBACK] [7.5B7+] A problem: Stations, combat balance, and faction response

Post by Y-llian »

flywlyx wrote: Tue, 11. Feb 25, 23:59
The biggest issue is that NPC factions are completely unresponsive. Not only do they lack tactical and strategic capabilities, but they also fail to react to obvious threats—like seeing 1I and 3K at a gate and immediately sending their defense fleets to that sector. This seems to be part of a broader lack of situational awareness.
Agreed and related to this, is how NPC factions treat all sectors as equally important / unimportant. If the Argon lose Argon Prime, there is no concerted effort to retake such a culturally and economically significant sector. It’s like the Federation just doesn’t care that their home planet is under blockade. The same goes for any of the other factions’ home systems.

While we certainly do need NPC fleets to be more reactive to invasions, we also could do with sectors the factions will always want to control, for cultural / historical reasons e.g. Argon Prime, Earth etc. or sectors that are strategically important for energy production and raw materials.

Personally, I’d like to see the NPC factions have a sector grading system.

HQ / Home sector. This should be a sector with good workforce bonuses to help SYs and Wharfs for crew output. These sectors should be regarded as “must have”.

Core systems. Sectors bordering the HQ that’s important for raw materials and energy.

Border systems. These are the sectors for expansion, which can be unowned or owned by enemies.

One of things I like about Stellaris is that the player and NPC factions need to register claims on systems, it’d be really great if X4 had something similar. This way, we’d know which systems mean something to whom and the game would be richer for it.

Argon Prime (or any HQ) should not be taken by a few lucky destroyers who just happen to outrange station defences. Fleets should immediately descend on mass on any would be invader. You dare attack our home? Be prepared for a fight!
Last edited by Y-llian on Wed, 27. Aug 25, 01:07, edited 1 time in total.
Ragnos28
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Re: [FEEDBACK] [7.5B7+] A problem: Stations, combat balance, and faction response

Post by Ragnos28 »

adeine wrote: Wed, 27. Aug 25, 00:08
Ragnos28 wrote: Tue, 26. Aug 25, 20:53 The attackers should also be "buffed", a single destroyer is not much of an invasion force. :gruebel:
They're often not meant to be. It's stray destroyers that get distracted on the way to elsewhere and end up taking out half a sector on their lonesome.
I've seen a lot of disccusions about making stations OP, in this thread, see the "drones with torpedoes" idea, but not much about how the factions attacking forces are expected to deal with the new "Death Stars". :gruebel:
adeine wrote: Wed, 27. Aug 25, 00:08 Pirate factions with no standing army have zero response to this by the way.
That is because pirate factions don't have governments, SCA and FAF for example, according to the diplomacy tab.
jlehtone
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Re: [FEEDBACK] [7.5B7+] A problem: Stations, combat balance, and faction response

Post by jlehtone »

Y-llian wrote: Wed, 27. Aug 25, 00:43 One of things I like about Stellaris is that the player and NPC factions need to register claims on systems, it’d be really great if X4 had something similar. This way, we’d know which systems mean something to whom and the game would be richer for it.
Is the "registered claim" something similar to "core province" in Europa Universalis 4? (Cores are "rightful part", so turning a province into core makes claim on it easier/useful.)

However, the EU4 has "international agreements" on who owns what. It is easier for others to agree that I rule a province, if it is "my core".
In X4 we live in wilderness. In outlaw frontier. The first sticking a flag on sector has it (until someone manages to kick the flag down.) The closest to "international agreement" are places like Heretic's End, where no NPC faction dares to be the first.

grapedog wrote: Tue, 26. Aug 25, 00:40 Forces responding to attacks seems like the most logical solution. Attacks against stations, or even an enemy destroyer entering the sector. A PAR destroyer shouldn't be able to enter Holy Vision and just fly around and do whatever he wants to do. He should be tracked and attacked and destroyed.
That leads to two questions:

* What are the events that activate response? Approaching station? Which stations or all of them? Entering sector? Which sectors or all of them?

* How large should the response fleet be? Someone said that each station should have their own fleet. That would be a lot. Just one "intervention" fleet? Imagine the lone ARG (R)RF chasing foes when it has to protect only sectors with ARG SY/ED/TS/Wharf. Not very rapid.
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adeine
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Re: [FEEDBACK] [7.5B7+] A problem: Stations, combat balance, and faction response

Post by adeine »

Ragnos28 wrote: Wed, 27. Aug 25, 01:05
adeine wrote: Wed, 27. Aug 25, 00:08
Ragnos28 wrote: Tue, 26. Aug 25, 20:53 The attackers should also be "buffed", a single destroyer is not much of an invasion force. :gruebel:
They're often not meant to be. It's stray destroyers that get distracted on the way to elsewhere and end up taking out half a sector on their lonesome.
I've seen a lot of disccusions about making stations OP, in this thread, see the "drones with torpedoes" idea, but not much about how the factions attacking forces are expected to deal with the new "Death Stars". :gruebel:
While there's certainly room for improvement, the same way they dealt with it before? Ships flying into turret range when attacking is functionally equivalent to having turrets that outrange destroyers. Even if you changed nothing else, it'd just be how it was in earlier versions of the game.
Ragnos28 wrote: Wed, 27. Aug 25, 01:05
adeine wrote: Wed, 27. Aug 25, 00:08 Pirate factions with no standing army have zero response to this by the way.
That is because pirate factions don't have governments, SCA and FAF for example, according to the diplomacy tab.
Yes, exactly. So with destroyers being able to destroy any station with impunity, these factions just cease to exist. FAF never had any stations to begin with so it's a non-issue for them, but other pirate factions do.
Ragnos28
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Re: [FEEDBACK] [7.5B7+] A problem: Stations, combat balance, and faction response

Post by Ragnos28 »

adeine wrote: Wed, 27. Aug 25, 18:22 While there's certainly room for improvement, the same way they dealt with it before? Ships flying into turret range when attacking is functionally equivalent to having turrets that outrange destroyers. Even if you changed nothing else, it'd just be how it was in earlier versions of the game.
From what I see the issue reported is...a lone Odysseus takes out defence stations, that's bad...ok, that's a problem...so let's find a solution :gruebel: , how about each station summon 1 Zeus E + 32 Ares with BM + 8 Odysseus + 20 Gorgon + 20 Nemesis...that will show that lone Odysseus who's boss. :roll:
adeine wrote: Wed, 27. Aug 25, 18:22
Ragnos28 wrote: Wed, 27. Aug 25, 01:05
adeine wrote: Wed, 27. Aug 25, 00:08 Pirate factions with no standing army have zero response to this by the way.
That is because pirate factions don't have governments, SCA and FAF for example, according to the diplomacy tab.
Yes, exactly. So with destroyers being able to destroy any station with impunity, these factions just cease to exist. FAF never had any stations to begin with so it's a non-issue for them, but other pirate factions do.
Good, I want pirate factions gone, might be fun at the beginning to take their destroyers, but after that they can space themselfs as far as I'm concern. :twisted:
adeine
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Re: [FEEDBACK] [7.5B7+] A problem: Stations, combat balance, and faction response

Post by adeine »

Ragnos28 wrote: Wed, 27. Aug 25, 19:48
adeine wrote: Wed, 27. Aug 25, 18:22 While there's certainly room for improvement, the same way they dealt with it before? Ships flying into turret range when attacking is functionally equivalent to having turrets that outrange destroyers. Even if you changed nothing else, it'd just be how it was in earlier versions of the game.
From what I see the issue reported is...a lone Odysseus takes out defence stations, that's bad...ok, that's a problem...so let's find a solution :gruebel: , how about each station summon 1 Zeus E + 32 Ares with BM + 8 Odysseus + 20 Gorgon + 20 Nemesis...that will show that lone Odysseus who's boss. :roll:
Yes, that is bad. No, that is not what people are saying.
Ragnos28 wrote: Wed, 27. Aug 25, 19:48 Good, I want pirate factions gone, might be fun at the beginning to take their destroyers, but after that they can space themselfs as far as I'm concern. :twisted:
If you personally want to play without pirate factions, you can always wipe them out yourself, mod them out of the game or use a custom start where you start at +30 with all of them. The current situation is clearly not working as intended.
Raptor34
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Re: [FEEDBACK] [7.5B7+] A problem: Stations, combat balance, and faction response

Post by Raptor34 »

adeine wrote: Wed, 27. Aug 25, 18:22
Ragnos28 wrote: Wed, 27. Aug 25, 01:05
adeine wrote: Wed, 27. Aug 25, 00:08
They're often not meant to be. It's stray destroyers that get distracted on the way to elsewhere and end up taking out half a sector on their lonesome.
I've seen a lot of disccusions about making stations OP, in this thread, see the "drones with torpedoes" idea, but not much about how the factions attacking forces are expected to deal with the new "Death Stars". :gruebel:
While there's certainly room for improvement, the same way they dealt with it before? Ships flying into turret range when attacking is functionally equivalent to having turrets that outrange destroyers. Even if you changed nothing else, it'd just be how it was in earlier versions of the game.
Ragnos28 wrote: Wed, 27. Aug 25, 01:05
adeine wrote: Wed, 27. Aug 25, 00:08 Pirate factions with no standing army have zero response to this by the way.
That is because pirate factions don't have governments, SCA and FAF for example, according to the diplomacy tab.
Yes, exactly. So with destroyers being able to destroy any station with impunity, these factions just cease to exist. FAF never had any stations to begin with so it's a non-issue for them, but other pirate factions do.
Maybe they should rebrand to minor states instead. They are pirates, not a military.
Ragnos28
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Re: [FEEDBACK] [7.5B7+] A problem: Stations, combat balance, and faction response

Post by Ragnos28 »

adeine wrote: Wed, 27. Aug 25, 20:04
Ragnos28 wrote: Wed, 27. Aug 25, 19:48
adeine wrote: Wed, 27. Aug 25, 18:22 While there's certainly room for improvement, the same way they dealt with it before? Ships flying into turret range when attacking is functionally equivalent to having turrets that outrange destroyers. Even if you changed nothing else, it'd just be how it was in earlier versions of the game.
From what I see the issue reported is...a lone Odysseus takes out defence stations, that's bad...ok, that's a problem...so let's find a solution :gruebel: , how about each station summon 1 Zeus E + 32 Ares with BM + 8 Odysseus + 20 Gorgon + 20 Nemesis...that will show that lone Odysseus who's boss. :roll:
Yes, that is bad. No, that is not what people are saying.
Is not? :gruebel: All I see in this thread is:
a) let's make stations OP by providing absurd turrets that outrange everything
and
b) let's make stations OP by summoning fleets from their arse

the common theme is "Let's make stations OP". I'm not interested in that, so just make a poll with the proposed changes, so I can vote "NO".
Raptor34
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Re: [FEEDBACK] [7.5B7+] A problem: Stations, combat balance, and faction response

Post by Raptor34 »

Honestly Egosoft should invest into making overseer level AIs. Like why do each and every ship need to be able to do their tasks by themselves?
Frankly most if not all military ships do not need an AI for it. We shouldn't have lone destroyers just flying around for reasons. We don't need masses of fighters flying around defending empty space while your sectors are being ravaged.
Like defense stations for instance should have a maint bay and squadrons of fighters and bombers waiting in them just sitting there, and then actually respond to threats. Rather than flying around doing nothing and eating up system resources.
Ragnos28
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Re: [FEEDBACK] [7.5B7+] A problem: Stations, combat balance, and faction response

Post by Ragnos28 »

Raptor34 wrote: Wed, 27. Aug 25, 21:43 Like defense stations for instance should have a maint bay and squadrons of fighters and bombers waiting in them just sitting there, and then actually respond to threats. Rather than flying around doing nothing and eating up system resources.
And if the player is the threat? :gruebel:
Case in point, let's say you are in a beginner fighter, you shoot a SCA Minotaur with argon "mask" near a argon defence station, the station launch its legion of fighters and bombers, all targeting you. :mrgreen:
And with the incidents with friendly fire aggro, now you have to exterminate huge fleets of the faction you try to help. :gruebel:

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