X REBIRTH SHIP MANAGEMENT

General discussions about X Rebirth.

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oceanway
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Re: X REBIRTH SHIP MANAGEMENT

Post by oceanway » Thu, 31. Dec 20, 10:44

SUBTOPIC #13: CHOOSING EMPLOYEES FOR A POSITION


Most employers hire employees according to their skill. But sometimes skills aren't enough. Therefore, they hire or place employees according to their aptitude.

For example, which employee would be suitable for a Captain position when all have five star leadership skill rating? A Teladi, Canteran, Split, Abion or Argon?

Another example, which employee would be suitable for a Manager position when all have five star morale skill rating? A Teladi, Canteran, Split, Albion or Argon?

Still another example, which employee would be suitable for an Architect position when all have five star science and engineering skill ratings? A Teladi, Canteran, Split, Albion or Argon?

In the first question, I would choose a Canteran from the Devries system for a Captain position because politically they're in a neutral position where neither the Argon nor Teladi would be in conflict with them and for diplomatic reasons by Argon and Albion who let them fly some of their ships to establish the Argon Federation. In the second question, I would choose a Teladi because they possess the managerial skill and are often civil, shrewd and business minded as well as traders and financial experts. And lastly, in the third question, I would choose Argon because they design the best looking stations.

An employee having the skill for the position is good. But one who also have the aptitude is best.
Last edited by oceanway on Thu, 7. Jan 21, 06:05, edited 1 time in total.

oceanway
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Re: X REBIRTH SHIP MANAGEMENT

Post by oceanway » Thu, 7. Jan 21, 06:04

SUBTOPIC #14: ASSIGNING A SUPERIOR

There are two ways to assign a superior: Assign to escort a ship and assign to support a ship. This is creating a squad separate from the Albion Skunk's squad. In the Admiral's case, his squad is an escort for his shuttle if he has one or more equal or larger ships in it. A frigate on the other hand, would have fighters or equal or smaller ships supporting it, thus fighters in the frigate's case are support ships.

If you want a ship escorted such as a mining ship, open Property Owned window in the menu, select a ship you want to protect it, select comm, then select Assign a Superior. The captain and Yisha (Ren's co-pilot) will guide you through the steps in the assignment. In this example, a Balor would be under the Dwalin to protect it while the Dwalin mines. This is escort assignment.

If you want a ship to have support ships such as fighters, open Property Owned window in the menu, select the ships you want carried in a carrier (you will have to do this one at a time before you can use the broadcast option), select what was comm that is now broadcast, then select Assign a superior. The captain and Yisha will guide you through the steps in the assignment. In this example, the fighters would be under a Rahana or Sanahar on the list in CDR to support it during a skirmish battle. This is support assignment.

Note that Assign a Superior command is aside from Patrol command. The ships would behave like they're patrolling when assigned to a superior, but are either escorting or supporting their superior. The patrol command on the hand is for the superior to execute or carry out that precise command, thus patrol while being supported. A combination of a patrol ship and its assigned ships is possible. Hence, patrol squad and patrol wing.

paxis
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Re: X REBIRTH SHIP MANAGEMENT

Post by paxis » Tue, 12. Jan 21, 11:51

oceanway wrote:
Sun, 20. Sep 20, 19:38
With A Carrier

To command squads with a carrier is to select the carrier on the list in the Property Owned window if you have a carrier, click the addition button on the left to drop down or show the list of smaller ships that are carried by the carrier. The Albion Skunk is the main ship on the top of the list that does not carry any ship, but incorporated them instead under it.

Separating the carriers is done the same way squads are set up without a carrier. The exception of course is that the squad is in the carrier and you can have a group of carriers as a squad as part of a larger wing which is the fleet.
To use the ships as a carrier you need a special mod (Carriers - Arawn S/M Launch- and Docking - Mod), right?

oceanway
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Re: X REBIRTH SHIP MANAGEMENT

Post by oceanway » Thu, 14. Jan 21, 16:07

SUBTOPIC #15: ASSIGNING A SUPERIOR

There are two ways to assign a superior: Assign to escort a ship and Assign to support a ship. This is creating a squad separate from the Albion Skunk's squad. In the Admiral's case, his squad is an escort for his shuttle if he has one or more equal or larger ships in it. A frigate flown by a captain on the other hand, would have fighters or equal or smaller ships supporting it, thus fighters in the frigate's case are support ships.

If you want a ship escorted such as a mining ship, open Property Owned window in the menu, select a ship you want to protect it, select comm, then select Assign a Superior. The Ren and Yisha will guide you through the steps in the assignment. In this example, a Balor would be under the Dwalin to protect it while the Dwalin mines. This is escort assignment.

If you want a ship to have support ships such as fighters, open Property Owned window in the menu, select the ships you want carried in a carrier (you will have to do this one at a time before you can use the broadcast option), select what was comm that is now broadcast, then select Assign a superior. Ren and Yisha will guide you though the steps in the assignment. In this example, the fighters would be under a Rahana or Sanahar on the list in CDR to support it during a skirmish battle. This is support assignment.

Note that Assign a Superior command is aside from Patrol command. The ships would behave like they're patrolling when assigned to a superior, but are either escorting or supporting their superior. The patrol command on the other hand is for the superior to execute or carry out that precise command, thus patrol while being supported. A combination of a patrol ship and its assigned ships is possible. Hence, patrol squad and patrol wing.

oceanway
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Re: X REBIRTH SHIP MANAGEMENT

Post by oceanway » Thu, 14. Jan 21, 16:13

paxis wrote:
Tue, 12. Jan 21, 11:51
oceanway wrote:
Sun, 20. Sep 20, 19:38
With A Carrier

To command squads with a carrier is to select the carrier on the list in the Property Owned window if you have a carrier, click the addition button on the left to drop down or show the list of smaller ships that are carried by the carrier. The Albion Skunk is the main ship on the top of the list that does not carry any ship, but incorporated them instead under it.

Separating the carriers is done the same way squads are set up without a carrier. The exception of course is that the squad is in the carrier and you can have a group of carriers as a squad as part of a larger wing which is the fleet.
To use the ships as a carrier you need a special mod (Carriers - Arawn S/M Launch- and Docking - Mod), right?
That is an option. In this thread, we only use ships 'as is' without using mods. Some players don't use mods nor know how to modify the game.

oceanway
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Re: X REBIRTH SHIP MANAGEMENT

Post by oceanway » Thu, 21. Jan 21, 17:33

SUBTOPIC #16: GETTING YOUR SHIP TO FLY OUTSIDE ZONE

When you want a ship to fly deep in empty space remotely but can't do so on the CDR, you can have a superior positioned at a coordinate by first flying to that coordinate in the Albion Skunk, have the superior Fly to Position or Fly to Current Position near you and command it to Hold Position after they've reached the coordinate. Then have any ship you want to go to that location by selecting one on Property Owned window, select Comm, select Assign a New Superior and follow the instruction to assign that ship to that superior in position. The ship will then fly to that superior to the location in empty space therefrom. Select the ship after it arrived, select Comm, have them Join your squad, Hold position and then Leave your squad if you do not want it to follow you. The selected ship can now travel deep in empty space by remote as long as the superior is in position set by the Albion Skunk there.

Remember that when you command a captain to fly or patrol in another zone around the highway area and you're inside a station, they will disregard those commands and follow your Skunk automatically if they are in your squad. Have them leave your squad and they will carry out accordingly without following you. Also, wait for the ship to finish the current order before issuing a new one. Again, they would disregard the new command when they're busy with the current one.

oceanway
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Re: X REBIRTH SHIP MANAGEMENT

Post by oceanway » Thu, 28. Jan 21, 14:41

SUBTOPIC #17: COMMANDING SHIPS AT WILL


In order to manage your ships more effectively, you will have to improvise commands to make your ships do what you want them to do by using a combination of Join my squad, Leave my squad and Assign a new superior commands. Doing Courier (Delivery) Missions will give you the experience in using mixed commands as I demonstrate how to use them effectively in the end below.

If any of the ships you have are in your squad, have all of them leave your squad for clearance. While in your squad, your ships will follow you automatically and meet up with you regardless of where you are. For example, send a ranger (Talorcan) to a zone in the sector other than the zone you're in. After it arrive there, try moving the ranger to another location in the same zone by using the Fly to position command on the New Order window. You will get to this window by selecting the ranger in the Property Owned window and then click on 'Show on Map' button on the bottom to get the CDR displayed. On the CDR, select 'New Order' button on the bottom to get the New Order window. Select Fly to position command and click Select button on bottom. The CDR will switch to a zone where you are located. Navigate the CDR to the zone where the ranger is located. Position the yellow crosshair where you want the ranger to move to and then confirm it. Click the back button on bottom one time and you will see the ranger moving. But if you click the back button again, you will see that on top left corner on the Property Owned window where the word 'Command' under Shield is showing Follow Albion Skunk. If it does not show Follow Albion Skunk, then it's carrying out your order. However, if it does show that, then have the ranger leave your squad and try again. The ranger should go where it was ordered to go this time without following the Albion Skunk. Otherwise, it would wait and not do anything until further orders.

Also, while out of your squad, your ships will not follow another ship including the Albion Skunk. To get them to move to another location without using the Fly to position, Fly to my Current Position or Follow me again commands is to assign them to another ship. Sometimes Fly to position command does not execute properly on Property Owned or New Order window. The result would be 'Fly to Albion Skunk' indicated on Property Owned window on top left corner. You will have to use the Assign to New Superior command to have your ships rendezvous to a superior or larger ship instead of the Albion Skunk when Fly to position command fails.



Here's what a typical Courier Mission using a combination of ship commands look like:

Before I begin to obtain the product asked for by a mission client and deliver it to them, I search the zones for the station that makes the product by first scanning the zones through navigation icon on the menu. After finding the candidate station, I send out the rangers to the zones in the sector by using the 'Fly to position' command and position them on top of the station where its turrets would cover them from enemy threat. Then I communicate with the stations for deeper scanning through 'Details' button to see what products the station makes, their resources are and the time produced in Ship Menu. When satisfied with the information, I then assign the rangers to return to their superior.

Now that I know which station makes the product and where, I send one of my wing escorts (a squad of Lyranea escorted by two Balors) to patrol the zone of interest and then engage the assigned wing command ship (Sanahar with three rangers as escorts) I'm on that's carrying my Otani Shuttle (Albion Skunk) to that zone while the second escort (another squad of Lyranea escorted by two Balors) follow right behind me and all three squads are in my Otani Shuttle's wing: Escort 1, Escort 2 and Wing Command.

At the zone, I have the wing command ship hold position and the second escort leave my squad and patrol the zone. The first escort patrolling is free to pick up the product and is escorted by wing command and second escort by assignment thus temporarily making the first escort their superior. When finished, I have it patrol the zone once again by having the wing command and it's second escort to join my squad and unassign them from escorting the first escort. This freed the second escort to jump to the zone where the product is to be delivered. Next, I have the wing command ship jump carrying its assigned rangers in its squad (ships without jump drive will rendezvous using the highways) to that zone. Then I have the first escort to follow me to the zone by having it join my squad. At the deliver zone, I have the wing command hold its position, assign both the wing command and the patrolling second escort to escort the first escort carrying the cargo and arrange to have it deliver the product to the designated station. Courier Mission is accomplished! Then I unassign wing command and its second escort from the first escort and have first and second escorts follow the command ship (Otani Shuttle) inside wing command ship without assignment to wing command by having them join my squad. This give the appearance of wing command ship escorted by the squads, but it isn't protected by them, only Otani Shuttle inside it. Hence, 'escorting' is to protect the superior while 'following' is just to follow and rangers were already assigned to escort wing command.



The above demonstration is wing management involving three squads. A fleet management would be another wing where each squad separately patrol a jump gate (three squads for three jump gates) and another wing where each squad separately patrol certain troubled zones or jump beacons making a total of three wings which equals a fleet.

MORE ON HOW TO RETRIEVE AND DELIVER GOODS UNDER SUBTOPIC #21 BELOW . . .
Last edited by oceanway on Fri, 12. Mar 21, 17:12, edited 1 time in total.

oceanway
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Re: X REBIRTH SHIP MANAGEMENT

Post by oceanway » Fri, 5. Feb 21, 02:46

SUBTOPIC #18: IMPROVISED DOCKING STATIONS

If you want to dock your ships that you're not using for the time period, you can post them by assignment. Select a sector you want your ships to post. Travel to the middle of the sector, not zone, and ascend 120 kms by boosting upwards or until you don't see any ships in the ECR or see the words 'Empty Space' on the monitor. Have a ship that will act as a posting station (preferably a construction ship in the system), Fly to your Current Position. Command it to hold position after arrival. Rename it 'Sector Post' with zone's name (hence: Otani Sector Post - AL - Far Out) in the Ship Menu's General Information. Assign any ship you want posted to that post ship in the sector using the Assign a New Superior command.

This improvised docking station not only act as a post for assigned ships to tie onto, but it is also a micro storage station to store goods up to 290,000 cubic meters if using an Onil or a Lyranea. And of course, it too is a docking station for the Albion Skunk!

oceanway
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Re: X REBIRTH SHIP MANAGEMENT

Post by oceanway » Thu, 11. Feb 21, 17:38

SUBTOPIC #19: ORDERING SHIPS TO JUMP SIMULTANEOUSLY

There are two ways to jump: Separately or together. Regardless of using the broadcast command which are the square boxes next to each ship in the Property Owned window that can be clicked on and the 'Broadcast' button pressed, the ships will either jump together or one at a time.

Jumping through the Jump Beacon allow ships to jump into the sector simultaneously. Because it is not a jump gate, broadcasted ships can jump together at the same time. However, jumping through a jump gate is a different story.

Jumping through the Jump Gate allow ships to jump into the sector one at a time or individually. This can be a problem because the gate tends to bottleneck multiple ships into a single file. Which means it will take several seconds if not a few minutes for the next ship to jump through and assist the first ship being attacked by an enemy on the other side of the gate if attacked.

Therefore to counter the bottleneck situation is to always have a patrol ship or squad patrolling the Jump Gate in the zone if possible. Enemies would be dealt with before the first ship let alone the second ship arrive through it. Also, have the first ship wait for the second ship after jumping through by immediately patrol the gate. Then continue to target sector together with the second (or more) ship.

oceanway
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Re: X REBIRTH SHIP MANAGEMENT

Post by oceanway » Thu, 25. Feb 21, 07:45

SUBTOPIC #20: CONVERTING DRONES INTO CARGO UNITS

When drones are purchased at the shipyard from the dealer, they come assembled and ready for use. but what if you want to store them to later sell them in the market or put them away for a time period? You can't store them in assembled form. Therefore they must be converted into cargo form before they can be stored in the cargohold or storage station.

Let's say you have five Intrepid URV Mk 1 drones on a large jump capable trade ship. They're in the URV Launch Bay after purchased at the shipyard and you want them in the cargohold. To do this, you'll need another ship to transfer it for conversion. For example, you have two Balors and one has five Intrepid URV Mk 1 drones in the launch bay. Transfer two or three of them by clicking on Comm in the Property Owned window for Balor A, select transfer wares in the interaction list through Balor A to get the cargo transfer window, select Balor B to receive the wares, then look for and select store as cargo in the transfer window, click next and press Delete to close window. The drones in Balor A will automatically convert the drones into cargo during the transfer into Balor B. Confirm the conversion by opening the Ship Menu on Balor B, click on storage addition button and see the converted Intrepid URV Mk 1 drones in the cargohold. In this form, they can be traded in the market or reserved for later use.

Keep in mind that the drones will launch on their own when its ship is being attacked. It's a good way to lose drones after purchase. Therefore, convert the drones into cargo form as soon as possible. Below are definitions of cargo transactions for your convenience:


1. Transfer as Drone - to transfer unpacked, assembled drones to another ship's drone bay as active drones.

2. Store as Cargo - to store unpacked, assembled drones into cargohold as cargo.

3. Equip Drones - to transfer from stored cargo drones to unpacked, assembled drones onto another ship.

oceanway
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Re: X REBIRTH SHIP MANAGEMENT

Post by oceanway » Thu, 4. Mar 21, 07:22

SUBTOPIC #21: ORGANIZING SUPERIORS AND SUBORDINATES

Labeling commanders a.k.a. superiors that lead a group is an essential part in managing ships because the computer tend to put things in numerical or alphabetical order. If not labelled correctly, the subordinates let alone superiors, wouldn't be in order. Therefore, to make it easier to organize them is to label their position in alphabetical order and other in numerical order (roman numerals is best). Some require only dash as to indicate not a superior but may not be necessary depending on players' outline style. Below is an example of how squad commanders, wing commanders and fleet commanders are organized to supervise their assigned group and all are under the General Fleet Commander. Words in parentheses are not included:


- OTANI COMMAND OF FLEETS GENERAL (Albion Skunk)

- Arawn General Fleet Command

- Taranis Defense Fleet Command I
. + Light Sul Wing Command I
... + Sentinel Squad Command I
..... - Vanguard (Escort)
..... - Vanguard (Escort)
... + Vanguard (Support)
..... - Raider
..... - Raider
... + Vanguard (Support)
.... - Raider
.... - Raider
... + Sentinel Squad Command II
..... - Vanguard (Escort)
..... - Vanguard (Escort)
... + Vanguard (Support)
..... - Raider
..... - Raider
... + Vanguard (Support)
.... - Raider
.... - Raider
. + Light Sul Wing Command II
... + Sentinel Squad Command I
..... - Vanguard (Escort)
..... - Vanguard (Escort)
... + Vanguard (Support)
..... - Raider
..... - Raider
... + Vanguard (Support)
.... - Raider
.... - Raider
... + Sentinel Squad Command II
..... - Vanguard (Escort)
..... - Vanguard (Escort)
... + Vanguard (Support)
..... - Raider
..... - Raider
... + Vanguard (Support)
.... - Raider
.... - Raider


Above example is just one fleet, a small one in fact, of defense ships. The Albion Skunk is either within or outside of the Arawn Fleet Command ship and the Arawn may not be in Albion Skunk's squad. Same can be done with commerce and industrial ships separately or a combination. Below are two more fleet examples.


- A - Taranis Commerce Fleet Command II
- A - Heavy Sul Retrieve Patrol I
- A - Heavy Sul Deliver Patrol II
+ B - Scaldis Squad Command
.... - Balor
.... - Balor
+ C - Bulk Rahanas Squad Command
.... - Vasio
.... - Vasio
.... - Vasio
.... - Vasio
+ C - Container Rahanas Squad Command
.... - Vasio
.... - Vasio
.... - Vasio
.... - Vasio
+ C - Energy Rahanas Squad Command
.... - Vasio
.... - Vasio
.... - Vasio
.... - Vasio
+ C - Liquid Rahanas Squad Command
.... - Vasio
.... - Vasio
.... - Vasio
.... - Vasio
+ D - Bulk Gigurum Squad Command
.... - Talorcan
.... - Talorcan
.... - Talorcan
.... - Talorcan
+ D - Container Gigurum Squad Command
.... - Talorcan
.... - Talorcan
.... - Talorcan
.... - Talorcan
+ D - Energy Gigurum Squad Command
.... - Talorcan
.... - Talorcan
.... - Talorcan
.... - Talorcan
+ D - Liquid Gigurum Squad Command
.... - Talorcan
.... - Talorcan
.... - Talorcan
.... - Talorcan


And . . .


- E - Taranis Industrial Fleet Command III
- F - Heavy Sul Mine Patrol
+ G - Gas Boann Squad Command
.... - Triath Vanguard
.... - Triath Vanguard
.... - Triath Vanguard
.... - Triath Vanguard
+ G - Mineral Fedhelm Squad Command
.... - Triath Vanguard
.... - Triath Vanguard
.... - Triath Vanguard
.... - Triath Vanguard
+ G - Plasma Midir Squad Command
.... - Triath Vanguard
.... - Triath Vanguard
.... - Triath Vanguard
.... - Triath Vanguard
+ G - Ice Sequana Squad Command
.... - Triath Vanguard
.... - Triath Vanguard
.... - Triath Vanguard
.... - Triath Vanguard
+ H - Plasma Betaver Squad Command
.... - Vasio
.... - Vasio
.... - Vasio
.... - Vasio
+ H - Mineral Dwalin Squad Command
.... - Vasio
.... - Vasio
.... - Vasio
.... - Vasio
+ H - Ice Hymir Squad Command
.... - Vasio
.... - Vasio
.... - Vasio
.... - Vasio
+ H - Gas Nudung Squad Command
.... - Vasio
.... - Vasio
.... - Vasio
.... - Vasio


According to the above defense fleet example, the Arawn Fleet Command lead the Taranis Defense Fleet Command. The Taranis Defense Fleet Command lead two Light Sul Wing Commands. Each Light Sul Wing Commands lead two Sentinel Squad Commands. And, each Vanguards lead two Raiders.

Although, it's possible for each command be separate from their superior. This would cause them to behave differently and act on their own. Therefore, there would be situations where some commands may be under, over or with other commands so that when attacked, all won't standby until their fleet command is attacked. Also, an Arawn could have 125 fighters such as Raiders as a squad rather divisions. It all depend on how a fleet is arranged and ships are used.

By clicking the addition or plus buttons, managing the ships should be effective in the above outline example in the Property Owned window. Assigning squads to a wing is the same as assigning ships to a squad. Ships, squads and wings become independent when not in Skunk's squad or their superior's squad by having them leave the squad.

Finally, remember that squads are hidden in wing(s) and ships are hidden in squad(s) if you have this kind of assignment. They could be lost or forgotten if not kept track of. The keyword is firepower. Certain firepower is needed in certain situations by using broadcast command for smaller, faster ships ranging from single light fighters flying separately to wing command heavy fighters flying together against one target and it is the purpose of squad and wing commands in common delta formation other than separate single fighters against larger ships.


Note: This forum does not have an indent, tab or space features to outline the fleet examples above. Therefore the examples could not be outlined properly to reflect the list in the Property Owned window without use of periods.

dertien
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Re: X REBIRTH SHIP MANAGEMENT

Post by dertien » Mon, 8. Mar 21, 06:26

Okay, A little question...

I got an active mission to buy Bofu and deliver it to a certain station and this would yield me a million credits or so when completed.

I have a capital trading ship (which I am not currently docked on and not babysitting either, it is OOZ) that I ordered to purchase the bofu through the Trading Offers screen, which it dit; so far so good.

Now, how do I make it sell this bofu to that particlular station in the mission?

I can not seem to find an order to dock the ship to that specific station through the menus.

Tried:

1) Property Owned -> (Select ship) -> comm -> more -> more -> dock at ->(zone shows, but no listing of stations)
2) Property Owned -> (Select ship) -> comm -> New Order -> Transfer Wares -> Through List / Map. But this one is only available to transfer wares from and to ships and stations you own.

It would be very convenient to have an extra menu that says : 'sell wares' under 'New Order' and then you get to choose the station either through a list or via the map.

Is there a mod that does this or what is the normal in game way of selling those goods to that particular mission specific station?

Thank you.

Dev disco
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Re: X REBIRTH SHIP MANAGEMENT

Post by Dev disco » Mon, 8. Mar 21, 14:59

The only way to be 100% sure you have the right one is actually quite simple. When you get the mission, you load at least the required amount of BoFu (I am lazy, so I just take whatever is available or fits) in a ship with shift-T. You then fly to the related station (which should be close by) and look for the right trade port on it (those little "buildings" with sell or buy icons). If you click on that you'll see something like "Sell 2345 BoFu". Click that message and you'll get a trade screen. Browse to the ship you just filled and sell.
Mind that you lose focus on the mission trade if you buy from the trade screen offered by the trade port. That's why you buy the goods first, and that also why it's handy to keep a trader available if you want to do these missions. Leptons are very good for the job, as long as you stick with Container or Energy.
Last edited by Dev disco on Thu, 11. Mar 21, 13:38, edited 1 time in total.

dertien
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Re: X REBIRTH SHIP MANAGEMENT

Post by dertien » Mon, 8. Mar 21, 16:17

@ Dev Disco.

Your method would work if you are in zone with the capital ship. I do not wish to do so, since I have 3 capitals at the moment and would like to spread the active missions among them while I do other stuff or stand on the capital ship bridge of one, while the other two are doing things out of zone and out of view. So, the idea is to be Out Of Zone from the capship and doing this all from the menu without actually seeing the station in question, except from the management screens and the top view map.

So, I found a workaround for this after a bit of fiddling.

First you accept a mission from the bulletin board when you have a capital ship handy that can do these missions. If the only ship in your property is 'The Skunk' then I suspect that you won't see those missions pop up on the Bulletin Board.

Anyways, with these missions you win twice:

1) you get paid for doing the mission
2) you can buy the goods at a discount and sell at a profit

The bread and butter of the payment however is the completion of the mission, not the profit on the trade.

So here is the gist of how I choose to handle these missions:

- 1. Accept the mission from the Bulletin Board and using the 'Active Missions' list, I jot down the next 3 pieces of information on a piece of paper:

1) Amount to deliver
2) Name of ware to deliver
3) Zone name/Sector name/ System name / Factory Name - This can be found clicking Active Mission / Briefing / Show on map.

- you could do a mental note, but I'm too old for that - so I just write it down :-)

- 2. Open the Trade menu (SHIFT-T) and stay on the page where the goods are sold by station.
- 3. Choose the ship you want to use for that mission (regardless if it is in the same zone/system than you are) by scrolling through the list at the top with the left and right arrows if you own more than one, and make sure it has enough fuel or use a mod that gets rid of cap ship refueling altogether for player owned ships.
- 4. Scroll down to the ware that you need to deliver and purchase the correct amount using the slider and/or left -and right arrow keys on your keyboard for fine tuning. - Find yourself a good balance between ware-price and amount of Jumps / Gate hoops. I tend to go for less jumps and don't worry about the ware price so much. But... you'll figure that out when playing.
- 5. Finalize the purchase deal and let the ship do its thing.
- 6. Go to the 'wares bought by station' screen - Shift-T + click 'To Offers' and take your note again, and scroll down to the appropriate ware. Make sure the right ship is also selected on the top as well.
- 7. Click on the + (plus) sign to see the complete list of all the stations purchasing that ware, and find the station that corresponds with the one from your note in step 1.
- 8. Finalize the deal and let the ship do its run.

- If you click the 'my property' menu and then the ship in question you will be able to see what its captain is doing.

When the capship has bought and sold its wares, it will let you know through a pop-up message window in the top right corner and you will also see that the mission will be gone from the active missions list when completed.

So basically, you cannot order a ship to dock and then purchase goods/wares separately using the 'my property' menu or via the captain.

All trades MUST be done via Shift-T or via the Trade Deals screen where everything is automated.

PS it also pays off to look for the exact amount of wares in the list of 'wares purchased by stations' to narrow down your search and assign it to the right ship.

Dev disco
Posts: 33
Joined: Wed, 2. Dec 20, 16:35

Re: X REBIRTH SHIP MANAGEMENT

Post by Dev disco » Mon, 8. Mar 21, 20:52

I used your method first, and then 'graduated' to the one I outlined before.
You don't have to have a ship in the same zone, you just have to be there yourself. Which you are, because you can't accept the mission otherwise if I am right.
So, say you're in zone A and you get a mission for station X you do 3 things:
* shift + T and buy the needed goods for an available ship (where ever it is)
* fly to X and look for the trade port that asks for the goods
* sell the goods
Your capital ship will do the trading now, you can do whatever you want in any zone you want, and after a while you get your money and your trade ship will be available again.

dertien
Posts: 274
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x2

Re: X REBIRTH SHIP MANAGEMENT

Post by dertien » Tue, 9. Mar 21, 21:52

If the missions are in your 'Active Missions' list you accepted, you are most of the time, no longer in the zone that you accepted the mission from, so the method you describe keeps you bound to that zone. With the method I outlined, neither you nor the Capship is required to be in the zone the missions were accepted.
Also, this means you need to stay there while your 2 or more capships fetch the commodity, while you are staying in the zone to scout out for the right drop off points IIUC.

With the method I outline, you are free to be wherever you wanna be.

Both methods are valid, but It would be easier if you could either:

- Have an extra filter in the 'Goods bought by stations' screen that lets you sort by 'Accepted Missions'
- Or that the station names that show up in the 'active missions' list would be shown in a different font color (green or so) on the 'Goods bought by stations' screen - a bit like the orange color for goods you don't have a license for.

Anyways glad we got a workaround for this and we can both have our cake and eat it :-)

Maybe an idea for a trading mod addition.

Dev disco
Posts: 33
Joined: Wed, 2. Dec 20, 16:35

Re: X REBIRTH SHIP MANAGEMENT

Post by Dev disco » Thu, 11. Mar 21, 13:34

Well, it seems those mission offers often aren't on the trade menu (shift-T), so there's little to filter.
You really need to go to the relevant trade port in that case, it seems.
When I started playing my first game I had to deliver a few URV's to Solar Energetics.
I checked the trade menu a million times over the next weeks, but this station never asked for them.
Then I went there, checked the right trade port, and it was done.
That's when I realised I had to deal with these missions straight away, instead of collecting them to deal with later.

Anyway.
I still don't get your point of not being in the same zone.
I assume you get the mission from the bulletin board.
So if you accept the mission you are in the right zone, otherwise you can't use the bulletin board (or am I missing something?).
Assign a ship (where ever it is) to buy the wanted goods with shit-T, fly to the trade port of the station (which is close-by in your zone), and use it to give a second assignment to sell the goods.
It takes a minute to do these three things, and after that you don't have to be in the zone. The tradeship does the work without you being around.
It is not that much different from doing shift-Y trade deals. No need to be in the same zone for those, right?

All of this assumes you bought a trade computer so you can plan more than one trip in a row!

oceanway
Posts: 47
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x3tc

Re: X REBIRTH SHIP MANAGEMENT

Post by oceanway » Thu, 11. Mar 21, 18:11

SUBTOPIC #22: FIGHTERS

There are many kinds of fighters on the market in shipyards, but they are not efficient fighters. What would make them efficient fighters is not just the pilots nor their superior, but their formation. These formations are in Single, Squad, Wing and Fleet.


Single Fighters

The Albion Skunk is an example of a single fighter. It's in fact a shuttle designed to protect VIPs and used as a transport for them to travel between stations and capital ships. Ren Otani is the captain of the discovered abandoned Teladi shuttle that was flown before Plutarch's time, but is also a private Marine General (he has a superslave chip inside his head that allow him to operate electronic devices mentally and only a few marines have them) and an acting private Navy Admiral on his capital ships plus a CEO of Otani Corp on his stations. The Albion Skunk is too loaded to be a fighter and could not have been sold in shipyards due to its high cost. It was made specifically for generals and admirals in the Teladi Navy. But there are small, medium and large fighters in the small class ship category. Each fighter has a unique fire output and speed. One important rule to remember is that small fighters fly faster while medium fighters fly slower. The same is true with large fighters compared to medium fighters which would make medium fighters faster than larger ones.

When deploying single fighters, the single fighters are not under the command of a superior. Which means they will each do their own thing in the battle. It may or may not work to their advantage because of the lack of coordination and firepower against larger targets or group of fighters. Therefore, it is best to have heavy fighters engage as single fighters in a wave followed by medium and then light fighters behind them when deploying single fighters.


Squad Fighters

Flying the Albion Skunk with two, four or eight other fighters in the squad is a different matter. In this example, you have fighters supporting as well as escorting you. The question is are they the right fighters to be in the Skunk's squad? I'd prefer each of them to be Albion Skunk, but there's only one of its kind and you're flying it. Therefore, either have them join your squad temporarily to follow you or assign them to a superior for longer period of time and follow them.

While in the squad, each fighter are capable to carry out individual commands as well as broadcast ones. This means they are your Skunk's extensions. In some cases, you may have to dispatch a fighter or two from your squad to deal with a certain situation within a situation. Knowing and understanding the invade (attack), evade (withdraw), orbit (a combination of invade and evade) and standby (hold position) commands would save your squad fighters. This is not including how many if you have a large squad of say 12 or 16 fighters following you.

Choose which squad you want to lead: heavy, medium or light squad. Heavy squad consist of heavy fighters while medium squad consist of medium fighters and light squad consist of light fighters. A squad of mixed size may have certain disadvantage compared to a squad of same size fighters.

Finally, decide which generation of fighters you want in your squad or a superior's squad. A set of two fighters following you is the first generation. A set of four fighters, two assigned to support each fighters in the first generation, is the second generation. Too many generations in a squad will complicate the effectiveness of the squad even though the generations is the same as wing and fleet, but in this case we're dealing with fighters in the squad. Multiple generations, if needed, would require separate assignments where they manually act as additional generations.


Wing Fighters

Flying as a Wing Commander is no different than that of a Squad Commander. The function is the same except you're only focusing on the leading squad which consist of only one or more fighters instead of focusing on all single fighters in your squad and fighters in other squads. The Squad Commanders in other squads in the wing will worry about the fighters in their squad. But, sometimes you may have to watch the management of their fighters as a Wing Commander assuming those squad commanders are AI.

Again, the keyword here is firepower and you have that in your wing. The AI squad leaders should take care of the individual commands to their single fighters while you or your other wing commanders just worry about your squads or your other wing commanders worry about their squads respectively.

Next, is where you would have a mixture of squads from light to heavy fighters. I suggest wing command be in heavy squad of heavy fighters while other squads of different sizes are in the wing, hence generations. Two heavy squads, four medium squads and eight light squads separately (not assigned to any superior squad) under wing command of heavy squad is ideal.


Fleet Fighters

If you have at least 125 fighters of light, medium and heavy sizes and each to work with, and you've assigned them to certain squad command fighters and a group of squad under wing command(s) notwithstanding corvettes, frigates, etc., then you're a certified Fleet Commander. What was mentioned in Wing Command section above, is the same for fleet command, just change the words squad to wing and wing to fleet.

dertien
Posts: 274
Joined: Tue, 22. Feb 05, 13:27
x2

Re: X REBIRTH SHIP MANAGEMENT

Post by dertien » Wed, 17. Mar 21, 12:05

@ Devdisco

No, indeed, the missions are not on the trade menu, but as I found out it really doesn't matter. So let's say you accept a mission, I found out the only three things you have to remember is :

- 1) The station you need to do the mission for
- 2) The ware it was buying
- 3) The amount to finalize the deal and get your credit reward.

So let's say you accepted a mission that requires the delivery of 1000 Argnu Beef to a station and you didn't do it right away. Half an hour later, you find that this station has enough supplies and will only accept 500 Argu beef because an NPC did the deal faster than you.

Don't despair, you made a deal with the station and it will honor it.

Deliver the amount it will take, may it be for example 500 units, and at a later time, when the station needs some beef again, or you are in the neighborhood, keep delivering until your delivery quota is met - 1000 Units in this case, to receive the credit reward and finish the mission.

As for not being in the same zone I tend to move around a lot and since X-Rebirth gives us the luxury of hiring captains and doing deals 'manager wise' you could say I prefer to do the trading that way - via sheets and the map. I have the impression that when you are Out Of Zone, a lot less time is wasted waiting for NPC's to do their docking manoeuvres, which happen more slowly when you are actively 'keeping an eye on the proceedings'. I IRL don't like it either, when my boss is looking over my shoulder, who does?

The first trade computer is cheap so that should not be holding you back.


@Oceanway

If it's wings and formations you want why don't you try this mod?

If you're on Steam

https://steamcommunity.com/sharedfiles/ ... earchtext=

If you're on GOG:

Steam Workshop Downloader:

https://steamworkshopdownloader.io/

Steam .Dat Unpacker

viewtopic.php?t=388403

Cat.Dat unpacker

https://www.nexusmods.com/xrebirth/mods/342/

Or alternatively use the tool by Egosoft.

oceanway
Posts: 47
Joined: Mon, 10. Nov 08, 02:18
x3tc

Re: X REBIRTH SHIP MANAGEMENT

Post by oceanway » Thu, 18. Mar 21, 17:40

SUBTOPIC #23: FLYING THE ALBION SKUNK


Up until now managing single, squad, wing and fleet fighters was described. Managing the shuttle, the command ship, in commanding other ships was also described. Now the basics of flying the Albion Skunk is in this subtopic.


Accelerate, Stop and Reverse

Before you begin, check the Flight Assist Mode and see that it is activated. You can do this by strafing in any direction using the 'A' key for left strafe, 'W' key for up strafe, 'D' key for right strafe and 'S' key for down strafe. If you are drifting after letting go of the key, the Flight Assist Mode is not activated. To activate the Flight Assist Mode, press and hold down the #2 button on the number keypad to look down at the chair in the cockpit, left-click the second control device from the left with the mouse to bring up the Ship Interface platform on the spaceshield window. Left-click on #7 to activate the Flight Assist Mode. Some role players prefer to fly with the drifting feature and not activate the Flight Assist Mode. This is optional.

Press and hold down the 'X' key to accelerate and move forward. Press and hold down the 'Z' key to decelerate and move backward. If you are drifting, press the 'Back' button to stop. Press and hold down the 'Z' key again to reverse and move backward. Press and hold down the X key to inverse and stop. Press the 'Back' key if you are drifting.


Turning

There are two ways to turn: One is by using the mouse and the other is by using the arrow keys. The mouse is the preferred option since it has a scroll wheel for multi-directional movement of the head. Press the right arrow key or move the mouse to the right to turn right, left arrow key or move mouse to left to turn left, up arrow key or move mouse away from you to turn up and down arrow key or move mouse toward you to turn down.


Strafing

As mentioned above, you can strafe left, right, up and down by using keys A, D, W and S respectively.


Boosting

You can afterburn by pressing and holding down the Tab button. This come in handy when overwhelmed by enemies and need to travel long distance quickly. For longer continuous boosting, you need to fly a capital ship through a captain on it.


Rolling

Roll ship left by pressing and holding down the Q key and right by pressing and holding down the 'E' key.


Advance Maneuvering

Using a combination of the above basic functions, you can fly in ways not done in normal flight. For example, to fly like a helicopter, strafe up and tilt the nose down 45 degrees without using the 'X' key to accelerate. Anticipate the height from surface by pressing 'X' and 'Z' keys. Another example is engaging the enemy by left-clicking on the enemy to target it, press and hold down the Shift key and press the 'A' key while holding down the shift key for autopilot and then press Tab to boost toward it. The turrets will automatically target the enemy provided you keep the cursor on it. The rest of the maneuvers is up to your imagination. Don't forget to use the camera mode (F2) to view blind spots such as behind or underneath you and (F3) to view enemy and friendly ships up close after left-clicking on them. Good luck!

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