Boarding should be made harder in this game

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Warnoise
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Boarding should be made harder in this game

Post by Warnoise » Mon, 12. Sep 16, 07:34

So in my new run at Xrebirth, after plying for about 5 hours, i realized that i have around 80mill, just from boarding. Sometimes i board like 2-3 ships in one run.

This is just total exploiting. I am not proud of doing it, but since it is available, i believe many other players are doing it. Why should i build stations while i can get 100 mill in 2 hours just from boarding?

Boarding should be rewarding indeed, but its risk should be high. For example, ships like Arawn, Xenon I, Fulmekron, etc... Should have a hard cap to their boarding level. For example if you are boarding an Arawn, even you destroy everything and drop its hull to 1, its minimum boarding level should be hardcapped to the max level you can achieve with 50 elite marines. You can get it, but you will lose some precious marines in the process, thus, you can't chain board like most of people do now.

The same with Xenon I and other capital ships, each one should have a hard cap that makes boarding pretty risky but rewarding.

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Nikola515
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Post by Nikola515 » Mon, 12. Sep 16, 09:07

What they need to do is have specialized ship designed only for boarding. Also this ship is not cheap making it is impossible to get it in early game. This way you need to work you way up until you get this ship and start boarding. Personally i like how boarding works but problem is not that is too easy but becuse game is not balanced. Reason is because we have one overpowered ship that is all ships in one. This is making things way too easy and even if they made specific ship that can board AI is way too stupid to handle it :(
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....

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Post by ajax34i » Mon, 12. Sep 16, 12:15

So there are mods that make it harder. And improve the AI of it. It's easily modifiable.

I actually like the way it is:

1. It's not that easy in the beginning. There is a progression and it does get easier, just like the game does get easier with Mk4 shields and Mk2 or 3 weapons. I like the progression, it's what games are about, things are hard, then easier as you progress.

2. It's not impossible, or too difficult. Playing on NORMAL difficulty I don't want the game to be frustrating. It's got enough bugs that are frustrating.

3. The difficulty is in finishing the boarding and getting your captured ship out of a hot zone; you can't always isolate the ship nicely. It's a better "difficulty" than your marines always dying because of some built-in "difficulty" AI.

Also, I'm not sure you evaluate just the boarding itself when you say it's easy; try to capture an ol- or fulmekron without novadrones to wipe out the weapons first, see how easy that is.

I didn't like the boarding mechanics in X3. They were artificially difficult via stupid AI: the personnel transport had to T the target, and was too slow to do so. If you want the same thing in X-Rebirth or X4, I'll have to say no to that.

The boarding in X3 did become artificially too-easy via M7M's and boarding pods, but again, it wasn't the boarding itself that was easy, but rather the combination of pods and M7M firepower.

The Arawn is a 50 million ship that you can buy, so you've gotta be kidding with 50 elite marines being required, and with guaranteed deaths. Find 50 locked containers in space and you got an Arawn. Elite marines takes forever, you're actually not supposed to spend the time grinding to even get them. And the Xenon ships are not boardable without a mod, and I believe that the mod does give you what you want in terms of the 50 elites and guaranteed deaths.

I don't have that mod and aren't interested in it, or in grinding for marine levels in a single-player game that's supposed to be fun. First thing I'll do if your suggestion is implemented is cheat out of it.

So rather than forcing us to do cheat, IMO you have the option to play a higher difficulty and use mods to improve the difficulty of boarding already, please do that.

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Post by bambikaka » Mon, 12. Sep 16, 17:09

ajax34i wrote:So there are mods that make it harder. And improve the AI of it. It's easily modifiable.

I actually like the way it is:

1. It's not that easy in the beginning. There is a progression and it does get easier, just like the game does get easier with Mk4 shields and Mk2 or 3 weapons. I like the progression, it's what games are about, things are hard, then easier as you progress.

2. It's not impossible, or too difficult. Playing on NORMAL difficulty I don't want the game to be frustrating. It's got enough bugs that are frustrating.

3. The difficulty is in finishing the boarding and getting your captured ship out of a hot zone; you can't always isolate the ship nicely. It's a better "difficulty" than your marines always dying because of some built-in "difficulty" AI.

Also, I'm not sure you evaluate just the boarding itself when you say it's easy; try to capture an ol- or fulmekron without novadrones to wipe out the weapons first, see how easy that is.

I didn't like the boarding mechanics in X3. They were artificially difficult via stupid AI: the personnel transport had to T the target, and was too slow to do so. If you want the same thing in X-Rebirth or X4, I'll have to say no to that.

The boarding in X3 did become artificially too-easy via M7M's and boarding pods, but again, it wasn't the boarding itself that was easy, but rather the combination of pods and M7M firepower.

The Arawn is a 50 million ship that you can buy, so you've gotta be kidding with 50 elite marines being required, and with guaranteed deaths. Find 50 locked containers in space and you got an Arawn. Elite marines takes forever, you're actually not supposed to spend the time grinding to even get them. And the Xenon ships are not boardable without a mod, and I believe that the mod does give you what you want in terms of the 50 elites and guaranteed deaths.

I don't have that mod and aren't interested in it, or in grinding for marine levels in a single-player game that's supposed to be fun. First thing I'll do if your suggestion is implemented is cheat out of it.

So rather than forcing us to do cheat, IMO you have the option to play a higher difficulty and use mods to improve the difficulty of boarding already, please do that.
1: there is no difficulty in the beginning, its either impossible or easy. its only numbers against numbers...

2: see 1.

3: that makes no difficulty, thats only annoying, again, either makes it impossible or it doesnt matter

the problem is not only that its easy but that its not even a game. capturing should first of all become a game that the player PLAYS. now its just checking if your numbers are higher than the enemy numbers, no? do what yisha say. rinse and repeat... and doing what yisha says is really nonsensically simple. skunk is the ultimate cheat in xr.

though i agree with nicola somewhat that there should be a spec marine ship but it should be possible without it too. the problem is that there is no complexity.

the more possible different ways to do it is the best, ego had a good direction with hacking ship systems except the implementation is rubbish.
sadly in xr there is generally no difficulty at all. gettin billions of credits and buying the biggest ships and build stations only require a few hours so if there would be a marine ship implemented right now, even if its horribly expensive, you could still get it in generally minutes into the game. the entire stuff would need a completely new balance... there is no working from small to big except if you intentionally hold back yourself like you only do trading etc... get a few protect missions and you are god. or go out and cap a few capships in teladi and you are done...

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ADMNtek
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Post by ADMNtek » Mon, 12. Sep 16, 17:40

i think it is fine. i mean if i put in the time and effort to take out every surface element and bring to hull down to a few % my marines should have an easy time since at that time the crew would be mostly dead anyway.
my first arawn took me 2 hours and that doesn't even include taking care of wave after wave of drones. sure by now it is much easier with a railgun that has a 12km range and a stack of nova drones but it is still exiting.
just yesterday i was capturing a olmekron. and while my marines were doing the boarding the argon navy shows up and goes full guns blazing. i kept trowing myself in the incoming wepons fire to protect my guys. and damn they made it just barely one more salvo and they would have bin dead.

i still remember my first boarding a what a disaster it was. my wounded marine gave his live to cover the retreat of the few remain men :cry: .

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Ketraar
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Post by Ketraar » Mon, 12. Sep 16, 19:15

For most part I think boarding is really good, the only thing that annoys me a bit is the lack of repercussions. I dont mind that its accessible as it is, but it should have real impact in your relations and not just a few minutes.

Boarding neutral/friendly ships should flag you as pirate and as such make you hostile to all faction in that system, unless you are in a pirate zone/sector anyway.

But I doubt (most) players would like to have consequences to their actions. :roll:

MFG

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ajax34i
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Post by ajax34i » Mon, 12. Sep 16, 19:19

I had that situation happen too; I put the Skunk in the line of fire because the target ship was down to a sliver of hull left. Not easy to do. Was fun.

Should note that finishing the main plot on a campaign gamestart took me a month. Of daily playing, at least 4 hours of play on weekdays and 12 hours on weekends. That is a lot of playing for those 12? missions.

Because I took breaks and got side-tracked. Truth be told, without the ship boarding gameplay, which often ends up being very tactical due to the situations you find yourself in, the sum total of 4 solar systems that the game has would have been completely boring after the first week.

It's a single player game; everything is going to be easy. X3:AP it was Nividium mining and then playing the stock exchanges with the freighter full of it.

At least the boarding is fun. Playing the campaign again, stopping to board ships again, probably going to take another month.

RE: Ketraar, I'm only boarding SS Titurels, PMC Taranises, and HV Xmekrons, the given "pirate" or bad factions during the plot. IMO the only thing that's broken is that they are flying such ships.

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ADMNtek
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Post by ADMNtek » Mon, 12. Sep 16, 20:34

one of my favorite targets is that ATL arawn in reefs edge. for me tiutels seem to be rarest caps around i have managed to get 2 in 140 hours of play. almost got myself number 3 yesterday but i was about to launch my marines a taranis shows up and boom. :evil: .

they need a function were you can signal friendly/neutral ships to cease fire.

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Re: Boarding should be made harder in this game

Post by Nanook » Mon, 12. Sep 16, 20:58

Warnoise wrote:So in my new run at Xrebirth, after plying for about 5 hours, i realized that i have around 80mill, just from boarding. Sometimes i board like 2-3 ships in one run.

This is just total exploiting. I am not proud of doing it, but since it is available, i believe many other players are doing it. Why should i build stations while i can get 100 mill in 2 hours just from boarding?

Boarding should be rewarding indeed, but its risk should be high. For example, ships like Arawn, Xenon I, Fulmekron, etc... Should have a hard cap to their boarding level. For example if you are boarding an Arawn, even you destroy everything and drop its hull to 1, its minimum boarding level should be hardcapped to the max level you can achieve with 50 elite marines. You can get it, but you will lose some precious marines in the process, thus, you can't chain board like most of people do now.

The same with Xenon I and other capital ships, each one should have a hard cap that makes boarding pretty risky but rewarding.
In this game, you need to set your own boundaries. Everything but the campaign is free play. All of the X games have had exploits that players could take advantage of if they wished. Contrary to what you may think, I don't believe most players abuse most of the exploits.

As for being rewarding, what more do you need than to fight off hordes of escorts and combat drones when trying to board a race's combat ships? Just because the actual boarding part is relatively easy doesn't mean the whole process isn't a challenge. Perhaps late in the game when the Skunk has all the bells and whistles, such combat becomes easy. But by then, the player probably doesn't need to 'chain board' ships, either.

And as for the idea that there's no consequences, that's not really the case. I've recently started a game in Home of Light. At one point, I noticed a Scaldis belonging to an Albion faction, Ledda Industries, and needing a ship that can carry all cargo types, I succeeded in boarding it. Wasn't too hard. But that lone boarding caused Ledda Industries to drop my rep to -20. Not only that, but apparently there was another Albion ship nearby that witnessed it. They were from No Limits. Now No Limits is also red to me at -7. Even Terracorp, in whose space I captured the Scaldis, dropped a couple of rep points even though they had no connection to the Albion ships.

As a result, whenever I fly to Albion space, nearly half the stations and ships are red and I have to be ultra careful which stations I approach and which red ships I shoot at when there are pirates in the area. I've had a few 'incidents' already. So there are consequences, even if they aren't as severe as some would prefer.

In short, there are many possible exploits in the game*. It's whether you abuse them or not that will make the game too easy or just right for each player.

[*Examples: Station defense is one good example. You can sometimes stack these missions and let the NPC's and stations take care of them without firing a shot. You can easily earn millions that way if you wish. Or you can craft meta alloys out of easily obtainable scrap metal to make even more millions.]
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Post by ajax34i » Mon, 12. Sep 16, 21:06

Titurels are everywhere for me. I capped 20 on the way to deliver Yisha back to Borman. Not sure why they're rare for you.

Ship is tough enough to survive against a Taranis long enough to boost out of there, multiple times. When I see a Titurel on the map I just rush to it and wait until it decides to bug out of there because it's taking too much damage from the stations or whatever. Then, as soon as it stops boosting to take a breath and repair, I fire two (gun) shots in its engines and it gets scared and boosts again, even further from the station, even better position to disable it.

Then I shoot engines and jumpdrive, but leave the weapons intact for any "friendly" fighters that decide to shoot the Titurel; its HIT/MA's can clear them out if you're patient, and then you can board in peace. Or if you have a Taranis still in pursuit, you can go ahead and hurry up with the boarding.

When the PMC is the enemy, you have to do some work and take out the Taranis or Sul patrols in the Albion jump beacon zones. They don't re-spawn, or don't respawn fast enough. The jump beacons are strategic, you need them cleared so you can move your own trader fleet back and forth across the Albion system. But with the heavy patrols gone, you can also catch any and all the Titurels that emergency-jump. Which is all of them.

Titurels all over the Albion map stupidly attack stations, get shot up, then emergency-jump (to a jump beacon) to escape the stupidity of their captains AI. Pick a beacon, wait by it, cake. Deal with the periodic patrols of PMC fighters relatively easily, easier than dealing with a pursuing Taranis at least.

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Post by Ketraar » Mon, 12. Sep 16, 22:27

You can just board outside of zone and have 0 penalty. If you board within zone sure there are issues, but temporary ones.

In general the boarding process is fine as is, I'd like a more in depth Marines management, with Skills and a way to define which ones to send and how many etc, maybe even the ability to reinforce if needed, or retreat. But that's the RTS player in me talking.

As for Station defence, you can stack them, but if you dont do the killing you dont get the real money and only get the base award. Actual kills are counted since 3.0 iirc and its where the cash is at.

Stacking works great for loot/drops though.

MFG

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Post by UniTrader » Mon, 12. Sep 16, 22:34

just throwing in a secondary idea to another feature which is related to boarding:
http://forum.egosoft.com/viewtopic.php? ... 16#4597116 (if it doesnt scroll properly - second Post)

Didnt read everything here, but some other thoughts from me on this Topic:
Imo boarding shouldnt be possible with Skunk only (except for really small fry, like lone Freighters), but sould be something for which a similiar-sized Fleet is necessary to carry the needed Boarding Troops (or you have to make some preperations like Hack Target Systems, put Saboteurs/Spys on the Target and of course weaken it first, but for the really big Targets you still need support Ships)
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Post by ADMNtek » Mon, 12. Sep 16, 23:29

my problem is they dont run most of the time. and the one yesterday i had already blown up the engines and was about to activate the scanner drone.

@UniTrader
why shouldn't boarding with the skunk be a thing if you got the marines and firepower? and while i think the idea of preparation is nice how is that supposed to work with this kind of spawn system. and how could you get Saboteurs/Spys on hostile ships?

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Post by Santi » Mon, 12. Sep 16, 23:45

I like boarding, I do not like how easy it is to exchange boarded ships into cash or being added to the player fleet.

Selling captured ships should only be available in "black markets" with a hefty penalisation over the standard price. And to use a captured ship without being flagged as stolen, some expensive papers and paint jobs should be applied, as well available from a "black market".
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Post by ADMNtek » Mon, 12. Sep 16, 23:59

while that would make sense for good guy ships it wouldn't for bad guy ships. unless you maybe had a a pirating license (Letter of Marque) were the pirates buy good guy ships and the good guys buy pirate ships.

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Post by UniTrader » Tue, 13. Sep 16, 00:03

because to get a Ship like the Arawn 50 Troops shouldnt be enough (that thing should have a far higher number of similiar experienced Troops on Board, something like 200 and above) and also 50 people on the Skunk itself is a bit very much. They can fit inside, sure - but it would be cramped as the Subway on Oktoberfest, not a situation you would carry people around for Days and Weeks...
imo this role should be offloaded to Capships in your Squad. Similiar for Player Drones: the Skunk itself should only be able to store about 5, but you can store more on Ships in your Squad (and also remote-control them if the need arises - they will launch from the Capship, not the skunk in this case)

not sure what you refer to with "this kind of spawn system"? Marine Spawning? Capship Spawns? maybe the Support the to-be-boarded Capship gets?

Regarding how to get saboteurs on board: either drop them on your Target when its not hostile yet, bribe someone on board, or sent someone in first (in a stealth drone), long before starting the actual boarding, to make preperations.



PS replace Skunk with player Ship - my peronal assumption is that the next Game will have more controllable Ships as announced, but the player still cannt be Helmsman of Capships

PPS and just for clarification: i am not an egosoft employee i am just a freak mopper who ist modding up the mopping forums (or something along those lines :gruebel: ), and not an Egosoft Employee. But i like to state how i would change/implement stuff myself as Script/Mod


edit: added some words which got were missing somehow :wtf: i am sure i typed them..
Last edited by UniTrader on Tue, 13. Sep 16, 10:42, edited 1 time in total.
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Post by ADMNtek » Tue, 13. Sep 16, 00:36

UniTrader wrote: not sure what you refer to with "this kind of spawn system"? Marine Spawning? Capship Spawns? maybe the Support the to-be-boarded Capship gets?
with spawn system i mean the cap ships in most cases you simple dont have the time to properly prepare.
UniTrader wrote: Regarding how to get saboteurs on board: either drop them on your Target when its not hostile yet, bribe someone on board, or sent someone in first (in a stealth drone), long before starting the actual boarding, to make preparations.
this would assume the ship you are boarding was not hostile to begin with as are all ships i board.

and i always assumed that the marines are in stasis inside the pods maybe even in a compressed hold.

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Post by Nikola515 » Tue, 13. Sep 16, 07:35

Do to XR one ship limitation and design it is impossible to change bording much. It will always be early in game and Skunk super fighter with capital ships weapons and missiles will make things always too esay.... I wonder how is boarding going to be in next title :D

Anyway but what they could do in XR is to make restrictions for boarding ships. Here are some examples :

1) If you board ships in empty zone or far away for stations there is no rep los.

2) Stolen ships can't be sold in any shipyard.

3) Race that you have stolen that ship from will atack that ship regards on rep(you won't be able to use it as trader or patrol in their sectors).

4) Other races don't care but you still can't sell them.

5)To counter that black market trader can sell you new fake ID but it is not cheap.

Boarding will still be the same but your prize ship won't :wink:
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....

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Post by UniTrader » Tue, 13. Sep 16, 10:52

Nikola515 wrote:Do to XR one ship limitation and design it is impossible to change bording much. It will always be early in game and Skunk super fighter with capital ships weapons and missiles will make things always too esay.... I wonder how is boarding going to be in next title :D
the entire boarding process is written in MD (except for a few minor things like the boarding start signal), so you can channge it from ground up.. i think there is already a mod by marvin martian which enables fleet supported boarding (meaning other caps also contribute troops to a boarding op) - only basic difference to my post above is that it doesnt nerf the skunk...
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Post by ajax34i » Tue, 13. Sep 16, 12:30

The discussion is drifting towards the topic of gameplay realism vs. "fun". While I agree that some things are not realistic, the X-Rebirth boarding and its benefits make the game pretty good (for me at least), and arguably a lot of the un-realism isn't in the boarding itself, but in selling ships or how ships repair or how you're treated if you're a pirate-by-action.

As I said, I am only stealing ships from the pirates. They're already set to -27 and don't offer ways to improve that standing, so I'm seeing no repercussions. Nor do I expect to see any repercussions in this scenario, because THEY are pirates.

Blowing holes in an Arawn to get it to 20% hull should, realistically, kill most of the crew through fires and exposure to space. Unfortunately, ships are just shells with surface elements in this game; the animations don't show internal rooms or people being blown into space through various holes in the ship. So my 50 marines are going through the dead shell of a ship with no survivors, really.

Also, the ship repairs are unrealistic, as they don't require any construction materials, and are performed way too fast by just one person.

But, again, realism can go away if the game is fun, and capturing ships for my own use and to make some money is fun. I wouldn't be playing the game at all without it.

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