[request] New sensor package for subcomponent targetting and other stuff

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Axeface
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[request] New sensor package for subcomponent targetting and other stuff

Post by Axeface »

I just spent about 2 hours trying to kill an I. Awesome fight, but as time went on it became increasing more obvious that targeting is very annoying. Especially of subsystems.

In the combat tutorial added in 3.0 while fighting the Xenon K, something happens and suddenly all of the subsystems of the K are highlighted with an orange targeting reticule (I found this video on youtube that shows it but with a stork).

Please add this as a feature for the full game! I suggest adding a new more expensive sensor package for ships that allows this to happen! It could even select the nearest one automatically, or perhaps allow our guns to automatically aim at ANY system we point at without targeting? (kinda like how targettig works with controllers) This new mode could be activated and de-activated by scanning the target.
The normal cycle subcomponent hotkeys while in this new mode could even cycle 'highlight engines/turrets/shields' instead of individuals components.



PS: Please can you figure out a way to allow us to target through a ships main selection box? Once target is selected theres no reason for it to be blocking things under it anymore?
PS2: Please add a new sensor package that allows us to scan targets from further away (like all those pesky pirates do) AND give us more info on the monitor (such as amount of turrets active/destroyed, eg 16/28).

Edit: Found out lately that this UI appears on destroy turret missions! It really is helpful.
Last edited by Axeface on Thu, 23. Apr 20, 15:39, edited 5 times in total.
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tomchk
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Joined: Mon, 26. Jan 15, 19:55
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Re: [request] New sensor package for subcomponent targetting and other stuff

Post by tomchk »

Great ideas.
Care to see what I've been creating? https://www.youtube.com/user/ytubrute
Sparky Sparkycorp
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Re: [request] New sensor package for subcomponent targetting and other stuff

Post by Sparky Sparkycorp »

Thanks for sharing this info and video!

This prompted me to try the Combat Scenario Tutorial for the first time. Those targets created for the Stork's turrets can be selected even if they are superimposed over the Ship Targeting Box! :)

I appreciate that Ship Targeting Boxes are useful at long range but I don't understand why it needs to grow so large when we are close to Capital Ships. By the time we are close enough to interact with Surface Elements it is easy to select a Capital Ship by clicking on any of the model's many pixels.

The same ease of clicking on pixels applies to stations but their Targeting Boxes don't expand so their Surface Elements are easy to interact with.

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