Ingame pedia, skills for various crew

General discussions about X Rebirth.

Moderator: Moderators for English X Forum

Post Reply
dholmstr
Posts: 401
Joined: Tue, 12. Apr 11, 19:41

Ingame pedia, skills for various crew

Post by dholmstr » Wed, 8. Mar 17, 10:52

Will there be an update on the pedia about skills and how they affect different characters in different situation? Like explain what does "Morale" actually do to an captain on a combat ship/trade ship? Don't need numbers just what the effect is. Hate guessing the effect, but like finding out how much is needed for different situations.

RodentofDoom
Posts: 406
Joined: Sat, 27. Feb 16, 09:37
x4

Post by RodentofDoom » Wed, 8. Mar 17, 16:34

http://steamcommunity.com/sharedfiles/f ... =347300084

has some basic info on how stats are applied by profession.

afaik there are no clear cut & definitive answers to this question, just player & modder speculation

some other links you may want to look at are
http://forum.egosoft.com/viewtopic.php?t=347620
http://forum.egosoft.com/viewtopic.php? ... sc&start=0

Nanook
Moderator (English)
Moderator (English)
Posts: 27876
Joined: Thu, 15. May 03, 20:57
x4

Post by Nanook » Wed, 8. Mar 17, 17:55

I've never understood why Egosoft refuses to give us this information. It's central to the gameplay and yet they refuse to divulge what effects these have. It's just puzzling. :?
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

X4 is a journey, not a destination. Have fun on your travels.

Thufar
Posts: 407
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Thufar » Wed, 8. Mar 17, 21:46

Nanook wrote:It's just puzzling.
Really?

If Egosoft told us everything about everything, then we wouldn't have much to discover now, would we.

Regards,
Thu

Nanook
Moderator (English)
Moderator (English)
Posts: 27876
Joined: Thu, 15. May 03, 20:57
x4

Post by Nanook » Fri, 10. Mar 17, 18:02

Really? Just how do we 'discover' how morale, for example, affects a defense officer? Or how navigation affects an architect? Please tell me because I'd really, really like to know. We shouldn't have to speculate on a forum about such basic gameplay elements. These are things that should be, at the very least, in the game's encyclopedia. :roll:
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

X4 is a journey, not a destination. Have fun on your travels.

hisazul
Posts: 1211
Joined: Sat, 15. Oct 11, 04:12
xr

Post by hisazul » Sun, 12. Mar 17, 12:04

I'm with Nanook on this, some things need to be clear... others can be left for players to discover. Skills are there and yet we have 0 explanation on what exactly they do... One thing is to test a gun, see how x behaves in y condition, etc. Another is to have a skill that supposedly does something yet you can't actually test a damn thing to figure out if it does in fact do anything or it's just there. Even if it's a bit of an exaggeration the point still stands. What in gods green earth does morale do for a defense officer... does he freak out and eject from a ship if opposing ship has pink unicorn decals? Yes engineer depending on skill can repair to a maximum of what ever... but some of those skills and even engineering have other uses that we can't even test withing a sane in game setting. I mean repair speed... please... Navigation... don't even get me started. Managers and specialists are basically... just take a guess and you probably won't be all that wrong.
“Logic will get you from A to B. Imagination will take you everywhere.” - Albert Einstein

dholmstr
Posts: 401
Joined: Tue, 12. Apr 11, 19:41

Post by dholmstr » Mon, 13. Mar 17, 11:12

To Thufar, yes I do like explorin stuff and finding out myself all the little things. But these attributes should not be in that category, becouse most are more or less impossible to "find out". Yes we can se specialists add % efficency to production, the engineer to rep more, but the rest is beyond me. I just want to know if I need to push moral on my pilot or is he a good fighter wiht just navigation (what ever that ACTUALLY does to him,do he use highways in any other way?boost better?)?
It would almost be like you building a station but noone says what you need to get it finished, and the when you finally do get it build by shear mistake you don't know what the production line needs to build a Scanning Arrays.

RodentofDoom
Posts: 406
Joined: Sat, 27. Feb 16, 09:37
x4

Post by RodentofDoom » Mon, 13. Mar 17, 12:45

Morale should be

- chance of pilot bailing out
- chance of pilot boosting away during combat ?
- chance for captain to start flee manouvre
- effectiveness of subordinate control ?

for defence officer its a bit harder to work out, im guessing it has something to do with how he selects targets for turrets/drones he has access to

maybe with a low morale he will constantly switch targets to enemies directly attacking his ship instead of following captain/your orders to attack specific target

Nanook
Moderator (English)
Moderator (English)
Posts: 27876
Joined: Thu, 15. May 03, 20:57
x4

Post by Nanook » Mon, 13. Mar 17, 16:53

RodentofDoom wrote:Morale should be...
But IS it? We don't know. All we can do is guess. And that's the problem. :?
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

X4 is a journey, not a destination. Have fun on your travels.

Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp » Tue, 14. Mar 17, 10:54

Effects of aggregate skill on Pilot and Captain behaviour were added to the wiki in 2015, alongside past Dev quotes that supplied the numbers in the table on the Steam forum.

https://www.egosoft.com:8444/confluence ... +and+roles

I down know if there have been tweaks to those effects in-game since then or not.

RodentofDoom
Posts: 406
Joined: Sat, 27. Feb 16, 09:37
x4

Post by RodentofDoom » Wed, 15. Mar 17, 11:02

Nanook wrote:
RodentofDoom wrote:Morale should be...
But IS it? We don't know. All we can do is guess. And that's the problem. :?
Yeah .. "could" would have been a better choice than should

j.harshaw
EGOSOFT
EGOSOFT
Posts: 1875
Joined: Mon, 23. Nov 15, 18:02

Post by j.harshaw » Thu, 13. Apr 17, 13:30

Caveats:
1. This list is by no means complete,
2. It is only current as of this very moment,
3. Effect of skills can change.

Sorry for writing some of the entries in a sort of shorthand. Just doing this in my break, and can't spend much time at this.

Only combat-related effects are listed below:
Spoiler
Show
Pilot (in small or medium ship)

Navigation
- chance to fire missile
- number of combat manoeuvers known
- chance to use boost while in combat
- threshold to consider fight/flight if attacked
- accuracy of time-to-die calculation for fight/flight
- rate of mining

Combat
- chance to fire missile
- rate at which missiles are fired
- number of combat manoeuvers known
- chance to use boost while in combat
- threshold to consider fight/flight if attacked
- accuracy of time-to-die calculation for fight/flight
- rate of mining

Morale
- chance to fire missile
- number of combat manoeuvers known
- threshold to consider fight/flight if attacked
- accuracy of time-to-die calculation for fight/flight
- chance to consider fleeing due to low shields (inverse)
- rate of mining


Captain (capital ship)

Leadership
- threshold to consider fight/flight if attacked
- accuracy of time-to-die calculation for fight/flight
- chance to use boost in combat if flying a ship with forward-mounted weapons

Navigation
- threshold to consider fight/flight if attacked
- accuracy of time-to-die calculation for fight/flight
- chance to use boost in combat if flying a ship with forward-mounted weapons

Morale
- threshold to consider fight/flight if attacked
- accuracy of time-to-die calculation for fight/flight
- chance to consider fleeing due to low shields (inverse)
- chance to use boost in combat if flying a ship with forward-mounted weapons


Defence Officer (capital ship)

Leadership
- chance to hit target in low attention

Combat
- chance to hit target in low attention

Morale
- chance to hit target in low attention


Defence Officer (station)

Leadership
- range at which combat drones are set to engage
- rate of combat drone launch

Combat
- range at which combat drones are set to engage
- rate of combat drone launch
- number of drones launched per shoal

Morale
- range at which combat drones are set to engage
- rate of combat drone launch


Engineer

Engineering
- maximum repair percentage
- rate of repair

Nanook
Moderator (English)
Moderator (English)
Posts: 27876
Joined: Thu, 15. May 03, 20:57
x4

Post by Nanook » Thu, 13. Apr 17, 19:53

Thank you! :D :thumb_up:
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

X4 is a journey, not a destination. Have fun on your travels.

dholmstr
Posts: 401
Joined: Tue, 12. Apr 11, 19:41

Post by dholmstr » Fri, 14. Apr 17, 15:25

Nice list, thank you. But, now that I look at it it seems that for example Pilot skills all pretty much do the same thing and affect the same behavior. Thats abit boring. Navigation -chance of fire missile; Combat -chance of fire missile; Moral - chance of fire missile. Probably some skills affect more and others less, but they still affect the exact same thing.

UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader » Fri, 14. Apr 17, 16:15

dholmstr wrote:Nice list, thank you. But, now that I look at it it seems that for example Pilot skills all pretty much do the same thing and affect the same behavior. Thats abit boring. Navigation -chance of fire missile; Combat -chance of fire missile; Moral - chance of fire missile. Probably some skills affect more and others less, but they still affect the exact same thing.
i guess j.harshaw means with that that the combinedskill is used in this case (basically all primary skills combined, weighted by importance) - might be useful to put this in the list as seperate Skill, and include the weights...
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

RodentofDoom
Posts: 406
Joined: Sat, 27. Feb 16, 09:37
x4

Post by RodentofDoom » Mon, 17. Apr 17, 00:08

Thanks for the list J.

now we get to specualte on the weightings for those skills :D
fun

Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp » Mon, 17. Apr 17, 12:30

RodentofDoom wrote:Thanks for the list J.

now we get to specualte on the weightings for those skills :D
fun
Although it's possible there are seperate weightings per activity, it may be simply that the skill weightings listed at the wiki link above apply to all activities.

Evildweeb
Posts: 8
Joined: Sun, 20. Jul 14, 05:46

Post by Evildweeb » Wed, 3. May 17, 02:08

I haven't gone quite as deep as most of you, though I have observed (for me) obvious differences between, say, a level 5 Capital Capt and a level 3.

Particularly applied to NAVIGATION.

There is definitely a difference when applying the level of Navigation, i.e., instructing the captain remotely to fly to your position. A level 3 navigation captain takes extremely longer to get to you (lets just say for example from OL to FO). I went about my business hopping local stations and whatnots killing time until the capital got there.

There was most definitely an appearance of time lag for them to get there (what I would say was an appropriate amount of time to complete). Upon changing the captain to a level 5 Navigation and performing the exact same function (from FO to OL), the time difference to complete was MARKEDLY shorter.

I am going to assume for the moment that all of the skill sets operate under a similar analog.

I am also going to assume for the moment that COMBAT also has a similar deficiency rate across the board, regardless of the other skill sets.

I want my Defence officer to have the highest COMBAT skill level (and as well it would be nice to have a similar level for the captain) for similar reasons.

As for skill sets compounding relevance and offsetting or detracting from specific sets, well - thats for an ungodly alien physicist to surmise. :roll:

Cheers[/i]

Post Reply

Return to “X Rebirth Universe”