Please make all types of ship and weapon can be able to reverse-engineer by player HQ

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Snafu_X3
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Post by Snafu_X3 » Sat, 19. May 18, 01:01

PowerPC603 wrote: Same for Xenon ships. Why allow reverse engineering almost any ship in the game except Xenon/Khaak? It just doesn't make any sense.
RE'ing Xenon ships isn't a problem for me: they're (ultimately) human-designed & use the same materials according to lore

Khaak ships, however.. I'm in two minds over. They're a completely different species, owe nothing to X-verse tech & may well be made from & operated by completely different materials (eg chitin/ceramic vs steel/titanium; organic nerve fibres rather than metallic/optical cables for internal data transmission). RE'ing such a ship would be v hard but doable; reconstructing it for <race> use may be impossible
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.

I know how to spell teladiuminumiumium, I just don't know when to stop!

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spankahontis
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Post by spankahontis » Mon, 21. May 18, 06:48

Fleabum wrote:Having ships in a sandbox game you can't fly is bad. I agree with Nanook, playing the game as the Xenon or Kha'ak offers interesting dimensions and different play styles.

If you think that either capturing or flying Xenon and/or Kha'ak will break your immersion, then don't. If you happen to disable the computer core or power supply to a Xenon ship and don't want to capture it, then destroy it. You have that choice.

As soon as you force your gameplay style on others you force them not to be able to fly ships they want to fly, in essence you force others to play by your chosen playstyle, and that's pretty selfish. Those players would have no choice.

Regards
Flea

Personally i'd prefer that you can play AS the Xenon or the Kha'ak like you would choose the Teladi Profiteer or the Terran Fleet Pilot starts.

People can get their want for flying those vehicles that way.
Nanook is right, Xenon Ships could break down and be salvaged that way.

But last I remembered, Xenon ships don't have cockpits? They're essentially Artificially Intelligent Drones and CPU Ships?
You'd need to Gerry-rig a cockpit to them which is not what reverse-engineering is about?
The Old CPU ships had Control areas as Terran Conflict, Marines get on board a rogue CPU Ship during the Story Plot? But Xenon have evolved since then?
Snafu_X3 wrote:
PowerPC603 wrote: Same for Xenon ships. Why allow reverse engineering almost any ship in the game except Xenon/Khaak? It just doesn't make any sense.
RE'ing Xenon ships isn't a problem for me: they're (ultimately) human-designed & use the same materials according to lore

Khaak ships, however.. I'm in two minds over. They're a completely different species, owe nothing to X-verse tech & may well be made from & operated by completely different materials (eg chitin/ceramic vs steel/titanium; organic nerve fibres rather than metallic/optical cables for internal data transmission). RE'ing such a ship would be v hard but doable; reconstructing it for <race> use may be impossible

Could essentially be like the US Military trying to Reverse Engineer a crashed UFO.
Kha'ak Tech could be completely alien to the Commonwealth? Maybe Terran's could make Head or Tails of it but perhaps that's the point of the Kha'ak, they're supposed to be a Mystery. Heck, we don't even know what they essentially look like apart from mentions of insect-like creatures that are a Hive intelligence.

Perhaps keep them that way? Like the Chigs from Space: Above and Beyond, not knowing what they looked like through the series until the End was what made them so cool.
There is no.. WaaaHH!!

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Matterom
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Post by Matterom » Mon, 21. May 18, 19:36

sd_jasper wrote: I think this also brings up the question of Life Support. The Xenon don't need any form of lifesupport in their ships, and IIRC the Kha'ak are also have very different needs. Being able to use their ships would require being able to tear out a good portion of them and installing life-support systems for the standard races.
In Lore it does mention that the Xenon Fighters have life support systems for Humanoid Life including a pilot seat and interface. and in XR you are able to land in a Xenon Station and it had (dead) people in it. Even after a few hundred years, some habits are hard to break.

Nanook
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Post by Nanook » Mon, 21. May 18, 21:29

Matterom wrote:...Even after a few hundred years, some

Code: Select all

 hard to [rewrite].[/quote]

Fixed it for you.  :lol:
Having an Acronym Attack? See the Ego FAQ. Also now for Terran Conflict and Albion Prelude.
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Morkonan
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Post by Morkonan » Wed, 30. May 18, 22:17

I'd like to see a system that allowed the player to reverse engineer a captured ship, but then allowed them to use the knowledge gained to build an entirely new, previously not-in-game, class of ship.

Xenon ship is captured.
Player spends time and resources to reverse engineer it.
Player discovers Xenon propulsion tech and weapons, is able to construct "XenonKiller Fighter Mk1" which hasn't been in the game up to that point.
Further research will allow the construction of more significant ships.

And...

Capturing ships from many different species might allow the player to construct "Really-specialized-and-uber-cool-ship-that-isn't-overpowered-yet-is-still-desirable" classes of ships.

IOW - Make aquiring new tech a meaningful, dynamic, and special goal for the player, but one that is not overpowered compared to the forces the player would like be able to muster at that stage of the game.

Fleabum
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Post by Fleabum » Thu, 31. May 18, 00:59

Morkonan wrote:I'd like to see a system that allowed the player to reverse engineer a captured ship, but then allowed them to use the knowledge gained to build an entirely new, previously not-in-game, class of ship.

Xenon ship is captured.
Player spends time and resources to reverse engineer it.
Player discovers Xenon propulsion tech and weapons, is able to construct "XenonKiller Fighter Mk1" which hasn't been in the game up to that point.
Further research will allow the construction of more significant ships.

And...

Capturing ships from many different species might allow the player to construct "Really-specialized-and-uber-cool-ship-that-isn't-overpowered-yet-is-still-desirable" classes of ships.

IOW - Make aquiring new tech a meaningful, dynamic, and special goal for the player, but one that is not overpowered compared to the forces the player would like be able to muster at that stage of the game.
Sounds like a good idea for a mod. Now you just need to learn how to write it. :D

Regards
Flea

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Sandalpocalypse
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Post by Sandalpocalypse » Thu, 31. May 18, 05:39

There have to be limits on reverse engineering to preserve rarity. For example, why care that you get [Prototype IRE] from lost cache, ancient shipwreck, or mission reward when you got 1 earlier and now all your ships are equipped with it? Also applies to rare ships. If they are producable, they should be tremendously expensive and cost-inefficient. It gives you economic concerns even if you are very rich, since it means there's things money cant buy.
Irrational factors are clearly at work.

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