As for me, there is really no goal in current game after finishing the plot. Game is not interesting without the Enemy you can fight with. But currently, you possible enemies are cheating a lot, so you can't even get rid out of few small Reivers stations.
I know, that it's NOT possible to destroy/remove prebuilded stations, but changing ownership works fine, as i can see. So it would be nice, if someone tries to make mod for that.
Rudimentary way:
Check for current station HP, if it drops below some critical limit AND its currently attacked by player or playerowned ships - just change ownership of the station to player.
Better gameplay way (is it possible?)
Add resistance value to every ingame station (same as capital ships, but MUCH more). Link current resistance to overal station HP, or active modules or something else. Add ability to board stations like capital ships. There is actually no need to make it immersive, with flying pods an fancy reports. But that would be awesome.
[REQUEST] Station boarding
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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- Joined: Mon, 23. Apr 12, 23:56
I guess Ego has already planned this for some point, at least the t-files contain speech for marine officers for station boarding. station boarding does have a few problems though (none that can't be fxed) that need be thought of... first: balancing. how high is the boarding resistance of the station? how much do weapons, modules, npcs.. add to it? second: if you have captured it.. how to repair? best would be to add an architect either directly onto the station or via cv. no engineer, because they don't need resources for repairs atm. third: will the factions try to recapture the stations? or will they just sit there waiting for you to capture all their stations?
I would suggest to add some new ship to the game, that is able to send marines as well, only much more than possible with the skunk. that way it would be possible to incredibly increase the stations boarding resistance
I would suggest to add some new ship to the game, that is able to send marines as well, only much more than possible with the skunk. that way it would be possible to incredibly increase the stations boarding resistance
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Good to know, that ES is planning to add this feature, but it may take months =_=
First time i started to play XR, i though all stations and ships are results of economy system, meaning npc may build new station, to fill some breaches, every ship was produced from real wares etc...
Static universe is really boring.
First time i started to play XR, i though all stations and ships are results of economy system, meaning npc may build new station, to fill some breaches, every ship was produced from real wares etc...
Static universe is really boring.
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- Joined: Mon, 7. May 07, 05:17
After finished the main plot i was thinking exactly about this. What is the point with X:R? I will make money and money raising an empire/stealing things, ok ... But no conquer? I can´t destroy enemy stations? I can´t destroy a faction ? What is the point to have a military fleet then?DaveDee wrote:Good to know, that ES is planning to add this feature, but it may take months =_=
First time i started to play XR, i though all stations and ships are results of economy system, meaning npc may build new station, to fill some breaches, every ship was produced from real wares etc...
Static universe is really boring.
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- Posts: 2126
- Joined: Sat, 7. Feb 04, 20:42
Have to take into account the massive drop in "rep" when boarding station.
Where are your trade ships at the specific time..?
Will there be new (pirate) stations that allow for drop in rep or could it be based on a mission given by "what faction" and against "what faction" ...?
Will you have enough control over defensive/aggressive fleet to carry out disarming station and drop in "rep"...?
Interesting times ahead.
Where are your trade ships at the specific time..?
Will there be new (pirate) stations that allow for drop in rep or could it be based on a mission given by "what faction" and against "what faction" ...?
Will you have enough control over defensive/aggressive fleet to carry out disarming station and drop in "rep"...?
Interesting times ahead.