capital ship gravity draft removes combat challenge

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GCU Grey Area
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Joined: Sun, 15. Feb 04, 00:07

Post by GCU Grey Area » Thu, 3. May 18, 19:36

Beermachine wrote:@GCU Grey Area The fact that it only kicks in when slowing down to the same speed as the capital ship is not ideal as it then removes the option of any low speed manoeuvers without assists, and provides a disconnect when the control mechanic suddenly changes when at those speeds.
Not sure what you mean by "disconnect". What sort of manoeuvres are you doing to generate these sudden changes to control mechanics? I've experienced nothing of the sort, though this sort of slow flight is something I generally only do near friendly capitals (very idea of low speed manoeuvres seems insanely risky if the other ship's doing it's best to kill me).

Stoats not Goats
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Joined: Wed, 6. Dec 17, 10:49

Post by Stoats not Goats » Wed, 30. May 18, 10:19

The feature would be far more sensible (in my opinion) if blind spots were more heavily shielded than other positions (so its a tad bit more balanced) but the implementation nightmare would be extreme and not worth it. The combat system from X3 was good enough, this drafting mechanism is unnecessary without severe overhauling
Confucius once said:
1. Man who run in front of car get tired.
2. Man who run behind car get exhausted.

Gorelab
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Joined: Mon, 23. Jul 18, 12:27

Post by Gorelab » Mon, 23. Jul 18, 12:31

I don't think that the drift along with the capital ship was what made it easy, generally you wanted to take out the engines pretty quickly anyways, the main thing is a lot of bigger ships had major blind spots anyways, and were probably a bit too vulnerable without escorts.

In general though I do like the idea of a corvetteish sized ship being able to take on capital ships that aren't properly escorted but it should be harder.

Kittens David
Posts: 167
Joined: Mon, 26. Aug 13, 17:48

Post by Kittens David » Mon, 23. Jul 18, 14:51

Simple solution is to a make only avalaible for friendly or even ally shio. So that you can not use that gravity with neutral /hostile.

repatomonor
Posts: 597
Joined: Wed, 12. Sep 07, 19:01

Post by repatomonor » Tue, 24. Jul 18, 01:28

Gorelab wrote:I don't think that the drift along with the capital ship was what made it easy, generally you wanted to take out the engines pretty quickly anyways, the main thing is a lot of bigger ships had major blind spots anyways, and were probably a bit too vulnerable without escorts.

In general though I do like the idea of a corvetteish sized ship being able to take on capital ships that aren't properly escorted but it should be harder.
+1 to this.

The main problem was that the cap ships didn't show much resistance when you were attacking their hardpoints. Back in ye olde X games, the third shot triggered an entire sector's police force on your back, plus the escort fighters, plus the fighter drones. But in XR, it just waited there for you to finish.

A tactical layout and order would be necessary to make small-to-capship combat fun. For example, if you would take out the sensor dish quick enough, they couldn't call for help, but could still get away with a quickly initiated boost. If you would take out the engines first, they would be sitting ducks alright, but they would still make your day harder with every little dirty trick they can come up with, like jamming your sensors to make you believe that they dropped some precious loot, or fire their missiles in every possible directions so you would back off a bit.

It's the small things. They do require work, time, and manpower, but the XR way was bland.

A5PECT
Posts: 4654
Joined: Sun, 3. Sep 06, 02:31

Post by A5PECT » Tue, 24. Jul 18, 16:42

Another reason blind spots were easily exploited was because it was very easy to create them. Turrets and local generators had too little health, and the player ship had very powerful guns and missiles.

The Skunk being overpowered was mostly caused by the player being restricted to it: the Skunk had to be able to do everything because the player was always in it. Now that different ships are usable by the player, there's no reason to have a single S ship capable of single-handedly destroying a capital ship hundreds of times its size.

Turret hardpoints not being hard is a balance issue that I hope Egosoft recognizes and sorts out.
Admitting you have a problem is the first step in figuring out how to make it worse.

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