3.0 - Boarding now broken?

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JoeTheDestroyer
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Post by JoeTheDestroyer »

VincentTH wrote:I use this rule of thumb: Issue boarding when

(r*1 + v*2 + e*3)*mo_skill* K > BR

r: Nbr of recruits
v: Nbr of vets
e: Nbr of Elite
mo_skill: Boarding Exp of Marine Officer (4 stars = 4)
K is an experimental coefficient. For me, it's 0.13 at normal game difficulty.
BR = Boarding Resistance of target ship.
Close, but I had a look at the 3.0 code and you're a little off. The formula for attack power AT is:
AT = (R*0.5 + V*1.5 + E*5.0)*MO

Where:
R,V,E are the current number of Rookie, Veteran, and Elite marines
MO is a value between 0.01 and 1.01 representing your officer's skill. A 5 star officer is 1.01 while a 4 star is should be around 0.81.

I'll explain the mechanics also, but it feels a little spoilerish so I updated the boarding thread in the spoiler forum.

One thing worth noting here is that Yisha's missions are not optional anymore. You will suffer massive losses if you skip/fail them (15-25% per round, on top of the regular losses).
wonkers
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Boarding make no sense or is broken now.

Post by wonkers »

First attempt at boarding since the 3.0 update, went for an easy target (light sul), already hostile towards me. All pods deployed and landed safely. Started to get objectives to destroy turret x,y,z then message from Yisha about 20 seconds into the boarding "Oh No! We lost an entire boarding party!" Now I have a 5 star marine boarding officer with a 50% recruits and 50% vets/elites ratio. They really should not be getting wiped out on something as small and easy as a light sul. Anyone else having this particular issue of boarding not making sense? I know the boarding mechanics have changed and I have read up on them, but an entire boarding party getting wiped in under a minute? I reloaded and attempted multiple times getting the same result give or take some time differences. Use no mods that should effected boarding scripts/stats, only a few texture mods for the skunk and npcs.
mtiffany71
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Post by mtiffany71 »

Successful boarding 3.0 101:

Approach target.
Save game at 10km from target.
Take out jumpdrive.
Take out engines.
Take out all turrets and shield generators.
Take out drone launcher.
Take out capital shield generators.
Shoot down target ship's shields to 0%, shoot down hull until "Boarding resistance" is below 30.
Check to see that all turrets and shield generators are destroyed and that engines and jumpdrive are destroyed. Go back and kill anything that has been repaired.
Select target ship.
Begin boarding op.
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Kaldo
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Post by Kaldo »

mtiffany71 wrote:Successful boarding 3.0 101:

Approach target.
Save game at 10km from target.
Take out jumpdrive.
Take out engines.
Take out all turrets and shield generators.
Take out drone launcher.
Take out capital shield generators.
Shoot down target ship's shields to 0%, shoot down hull until "Boarding resistance" is below 30.
Check to see that all turrets and shield generators are destroyed and that engines and jumpdrive are destroyed. Go back and kill anything that has been repaired.
Select target ship.
Begin boarding op.
... and I'm actually fine with this. Boarding was way too easy before, now you at least need to invest more time (and money, for the destroyed drones) - and there's a risk since you need to destroy hull as much as possible too. The only complaint I have is when I get the "Destroy capital field generators", that's just not fun, and it's impossible to use our own capital ships for bigger damage because they always miss and destroy the ship's hull instead.
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Post by BlackRain »

I was frustrated at first because I couldn't figure out why I was failing but then I figured it out. Just destroy all the turrets and shield generators (no need to destroy capital shield generator unless you have to). Then get the hull of the ship way down, to like 20 or something. Destroying the drone launcher also gets the resistance way down. Once you figure out these things it is actually easy. I have now boarding 5 ships.

I also use the boarding mod, which let's me pick my targets for the most part.
Scoob
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Post by Scoob »

Here's the problem though, you could take out the various elements to lower the resistance level for an easy boarding. However, Yisha still insists you take out the things you've left - and have minimal effect on the resistance - such as cap ship shield generator etc. If you ignore this, you artificially loose a chunk of your marines, even though technically there is insufficient resistance to do that.

I think Yisha should ONLY ever force you to take out Engines and Jump Drives, then leave it at that unless resistance is still too high for your boarding crews abilities. This way the player can choose themselves what they wish to destroy. They may decide to take out ALL turrets etc. leaving the Drone Bay to facilitate faster repairs post-capture. Or they may leave a few turrets and take out the Bay early on for the large resistance reduction taking out the drones give. Player CHOICE being the critical part, rather than scripted fail states which suck. Bottom line is that she FORCES you to do things that technically you do not need to do, but you get an artificially applied "fail" state if you do not.

I've even had Yisha get stuck telling me to take out surface elements on a ship that I've already captured. It's green, owned by me & I have upkeep missions to crew it, yet my successful marines continue to take casualties as I ignore Yisha's incorrect orders.

Really, ES please TURN OFF Yisha's "guidance" other than for the initial Engines / JD destruction and only have her suggest other elements if Resistance is still too high.

To be clear, I LIKE the new Capture mechanic, however I HATE Yisha's forced and fake "guidance" and associated fail states.

Scoob.
lubatomy
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Post by lubatomy »

@ wonkers: well you need to give more information.

what was the boarding resistance of the light sul as you boarded?

you say you had 25 rookies and 25 vets/experts, but how many vets and how many experts exactly?

note that the marines have different power levels now too.

rookies i think is 0.5
vets are like 1.5
experts are 5

So best case scenerio, you have 137.5 boarding strength before you add in bonus from marine officer (that assumes all experts and no vets)

note that there also appears to be a bug in the formula when commander skill gets accounted for:

Code: Select all

<set_value name="$attackstrength" exact="($attackstrength * ($commander.combinedskill + 1)) / 100" />
that line from boarding mission director file adds in commander skill. unfortunately it looks like some parenthesis are in the wrong spot. in the case of a marine strength of 50 and a marine officer with combined skill of 50, you get the following:

attackstrength = (50 * (50 + 1)) /100 = (50 * 51) / 100 = 25.5

so in that case your commander actually makes your marines less effective.

i think if they were looking to make the marine office add a flat bonus, then the line would look something like

Code: Select all

<set_value name="$attackstrength" exact="$attackstrength * (1 + ($commander.combinedskill / 100 ))" />
in that case you would get the following:

attack strength = 50 * (1 + (50 /100)) = 50 * 1.5 = 75
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Post by BlackRain »

If you didn't know, I am pretty sure you can destroy everything on the ship before starting the boarding process.
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Post by Snafu_X3 »

Scoob wrote:Really, ES please TURN OFF Yisha's "guidance" other than for the initial Engines / JD destruction and only have her suggest other elements if Resistance is still too high.
Great idea!
I LIKE the new Capture mechanic, however I HATE Yisha's forced and fake "guidance" and associated fail states.
+ several million for this!

BTW, the easiest way to get around Yisha's odd suggestions as to how to lose marines, is don't carry a Trojan :)

The more tedious way is to destroy all surface elements before starting boarding (she appears to not select the capship shield gen anymore, at least in my 2 tests last night..)
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Cronos988
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Post by Cronos988 »

Well, that is kind of the problem of piracy in games like X. In order to not make piracy devalue any other option of acquiring money and ships, you need to make it very, very hard. If you make it very, very hard, it's not fun anymore.
wonkers
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Post by wonkers »

Attempted boarding on neutral ships. Went as far as to land on the ship and do the hacking mini game before boarding. Still no success.... I have not tried to go as far and destroying EVERY single sub system on the ship and knocking it down to 20% health. If that is the case and what is needed now I ask what is the point? Boarding before was about making a hole in a target ship' s defenses so your boarding party could land without getting slaughtered. Your learned which side of a ship where least defended/weakest or had blind spots. I will agree that boarding before was too easy and I like the steps in this update of more planning before a strike. If I reduce the claimed prize to a flaming hulk held together by ductape and chewing gum, with all subsytems destroyed its scrap at that point. The cost to repair the ship if I was going to use it, I might as well buy it outright and save the trouble. If was selling it would the profit cover the costs of used ordinance and lost marines (mind you Im talking about ships in the L range not the XL.)
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Post by Snafu_X3 »

wonkers wrote:If I reduce the claimed prize to a flaming hulk held together by ductape and chewing gum, with all subsytems destroyed its scrap at that point. The cost to repair the ship if I was going to use it, I might as well buy it outright and save the trouble. If was selling it would the profit cover the costs of used ordinance and lost marines (mind you Im talking about ships in the L range not the XL.)
Since engineers repair all subsystems (eventually - quicker if you leave the zone) & repair hull to 90% now (dependent upon their skill level), I'm not sure your complaint is valid..
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lubatomy
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Post by lubatomy »

Snafu_X3 wrote:
wonkers wrote:If I reduce the claimed prize to a flaming hulk held together by ductape and chewing gum, with all subsytems destroyed its scrap at that point. The cost to repair the ship if I was going to use it, I might as well buy it outright and save the trouble. If was selling it would the profit cover the costs of used ordinance and lost marines (mind you Im talking about ships in the L range not the XL.)
Since engineers repair all subsystems (eventually - quicker if you leave the zone) & repair hull to 90% now (dependent upon their skill level), I'm not sure your complaint is valid..
problem is I still think they made a typo in the strength calculation. right now as it stands, unless you have a 5/5/5 boarding officer, the officer hurts the strength of your marines. if you have a 5/5/5 boarding officer you get a 1% boost in attack strength. that is is. anything less and you would be better off boarding the target without the marine officer. Yes i think there is a bug in there unless they expect you to play mini games until you can find a boarding officer with 5 star boarding experience and then play mini games to get enough virtual seminars to raise the rest of his levels to 5 star before you start boarding. If that was the case then why have anything less than a 5/5/5 boarding officer exist in game and just raise the cost of hiring a boarding officer.
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Nikola515
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Post by Nikola515 »

BlackRain wrote:I was frustrated at first because I couldn't figure out why I was failing but then I figured it out. Just destroy all the turrets and shield generators (no need to destroy capital shield generator unless you have to). Then get the hull of the ship way down, to like 20 or something. Destroying the drone launcher also gets the resistance way down. Once you figure out these things it is actually easy. I have now boarding 5 ships.

I also use the boarding mod, which let's me pick my targets for the most part.
Actually I managed to destroy all surface elements on ship (Sucellus) also I had it's hull to 3% when I started to board and BR was 21 . My boarding officer was 5 stars and she had 50 rookies. I managed to captures ship with 0 losses and 41 rookies and 9 vets :) So it looks like if you destroy all surface elements there wont be 15 to 25% los (also I think boarding was little faster too)...I couldn't destroy Sucellus main canon but that didn't matter :)
Last edited by Nikola515 on Mon, 15. Dec 14, 01:05, edited 1 time in total.
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JoeTheDestroyer
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Post by JoeTheDestroyer »

lubatomy wrote:anything less and you would be better off boarding the target without the marine officer.
Nice catch, I missed that my first time through the code. With this, I agree with you the formula seems bugged.

I've updated my post in the spoiler thread to reflect this.

I may get around to making some mods to fix this (and change the Yisha mission mechanics). But I'm restarting my game from scratch, so it'll be awhile before I can do boarding related stuff...
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Post by Snafu_X3 »

JoeTheDestroyer wrote:I may get around to making some mods to fix this (and change the Yisha mission mechanics).
I suspect now it's been pointed out (& will continue to be pointed out!) this will change in a patch fairly soon.. WRT Yisha we may have to wait a bit longer :(
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NZ-Wanderer
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Post by NZ-Wanderer »

Well personally (and I know I am in the minority here) I HATE the new boarding.
I used to go out and capture Titerals so I could use them for auto trading etc, but no more, making the boarding THIS HARD has stopped me doing that any more.
Now, it is easier for me to use the build shipyards mod and then just build my own fleet.
While I agree that boarding was a little too easy before, the changes they have made to it are ridiculous IMHO.
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

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Assailer
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Post by Assailer »

NZ-Wanderer wrote: While I agree that boarding was a little too easy before, the changes they have made to it are ridiculous IMHO.
I have also tried a few more times, then ended up adding 50 elites directly to the xml to ease my frustration. To my surprise even that wasn't enough for the first try LOL. That was a PMC Rahanas Container.

So, to repeat myself, the factors involved and the way boarding is simulated is all wrong to me. I expect a more realistic approach to this important part of X:RB.

Make it little easier and do not make player destroy the entire ship.
Do not let player sell the ship at yards for a game year or two without a penalty from police, but allow selling at pirate shipyards for normal price and some bad reputation.

This way player can use the ship after a quick repair, but cannot sell it for profit easily.
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werewolves?
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Post by werewolves? »

Or just revert to 1.0 behaviour where selling a ship didn't net you all the money from its cargo automatically, kill off the 100 mil Rahanas containers - boarding imbalance fixed!
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Post by CBJ »

lubatomy wrote:problem is I still think they made a typo in the strength calculation. right now as it stands, unless you have a 5/5/5 boarding officer, the officer hurts the strength of your marines. if you have a 5/5/5 boarding officer you get a 1% boost in attack strength. that is is. anything less and you would be better off boarding the target without the marine officer.
This would indeed be a problem with the formula if you could board without a boarding officer, but you can't. So no, this is not a typo or indeed a bug. ;)

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