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

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Fleabum
Posts: 152
Joined: Wed, 24. Dec 03, 21:44
x4

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
Posts: 4447
Joined: Tue, 2. Dec 03, 22:28
x4

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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