Auto-restock missiles of fleet

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mr.WHO
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Re: Auto-restock missiles of fleet

Post by mr.WHO » Tue, 6. Jul 21, 19:28

Falcrack wrote:
Tue, 6. Jul 21, 18:52
I'm thinking that, given the relatively tiny cargobay given to the XL sized supply ships, and egosoft reticence to make changes which would be popular with the majority of players such ad increasing this cargobay, that it is probably best the equip no more than one missile launcher per bomber, and put other weapons on the rest of the slots. At least in this case the bomber won't be useless when it runs out of missiles, and you can field more bombers without such drastic supply issues.
That's might be the only sensible approach right now.
With single launcher you have 20 reloads on S-size fighters and 100 reload on the frigate.
I did once single heavy torpedo Cobra squad and other than low M-size survivability against EVERYTHING, I didn't had to bother with reloading much.
I also had Chimeras with single heavy torpedo and 4xMortar.

But still, why bother with missile logistic if you can put one more mortar - nice and simple.

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KextV8
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Re: Auto-restock missiles of fleet

Post by KextV8 » Tue, 6. Jul 21, 19:48

Falcrack wrote:
Tue, 6. Jul 21, 18:52
I'm thinking that, given the relatively tiny cargobay given to the XL sized supply ships
I think its important to note that if they were to increase the cargo size of the XL ships, they basically become Freighters than can defend themselves, so they kind of obsolete freighters as that point.

-=SiR KiLLaLoT=-
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Re: Auto-restock missiles of fleet

Post by -=SiR KiLLaLoT=- » Tue, 6. Jul 21, 22:40

It is difficult to balance the missiles because what must be considered is the destructive power of them, you cannot say "it should be so" without doing the relative calculations.

Actualy, 100 S-size ships with one torpedo each, have the destructive power of 100 torpedoes.
100 torpedoes can totally destroy a commowealth faction station and can severely damage a Xenon station. So this power has to be limited in some way.

As I said a few posts ago, an Atlas Sentinel (the largest commowealth ship) can supply 1 torpedo for 80 S-ships (best and expensive commowealth missile).
Making new calculations with Terran Honshu ship, I know they can reload 166 mk2 heavy unguided missiles (best and expensive Terran missile).
The damage done by 80 commowealth torpedoes is very similar to the damage done by 166 mk2 heavy unguided missiles.
Obviously, many parameters must be considered, such as the damage over time of all weapons, globally...
The point is that increasing the amount of cargo from support ships, or changing the type of ammunition, doesn't change the current damage of the missiles.

What we would like to see are ships firing their missiles, running out of ammunition, returning to the support ship, reloading ammunition, returning to the station, firing their missiles.
If this happens 3 or 4 times it's good, it's nice, we like it!! If this does NOT happen even once, because the numbers say that the missiles are too powerful, then something needs to be revised...

So what Devs should do to improve the experience is cheat us. Yes, you read that correctly.
It would be enough to rework the damage of missiles or make sure that 100 ships can be fully reloaded, without necessarily disintegrating everything.
Or simply modify the resistance to missiles/torpedoes by station modules or capital ships.
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camshaft97
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Re: Auto-restock missiles of fleet

Post by camshaft97 » Fri, 16. Jul 21, 03:25

But...the question Saphyra originally asked was about restocking ammo "without micromanaging them one by one". (not cargo space).

Just to be thorough, I'll describe the steps I use during a big fight, but this still results in one-by-one:
-In the Object Browser, Shift combined with mouse-click to select multiple ships, or...
-On the Map, shift combined with mouse-left-click and drag a box around them.
-This gets you a selection of ships regardless of fleet assignments. When I right-click a Wharf, select upgrade, we find ourselves on the upgrade screen, which works fine, but...
-You're not purchasing for -all- ships with 1 click. Instead, Each ship must be selected one-by-one, move the slider for missiles, add to cart, then select next ship, repeating for each ship.

*It seems to be done this way because each ship needs different quantities. One might need 5, my other ship needs 12 missiles.

SUGGESTION: There needs to be a way to just say "Restock All these ships now!", and from my example, it would result in one purchase of 17 missiles, rather than 2 purchases. There will be limitations. The software won't know how to simultaneously load one ship with dumb-fire missiles and another with guided-missiles. So this suggestion comes with limitations. You might only be able to say "Restock everyone with guided-missiles", or whatever specific ware selection.

I've wanted something like this during fights when the situation suddenly changes: say, something like 50 ships versus a KHK station with a few 'raiders', but then my satellites show another group headed this way. My ships had the fight well-in-hand, but that's because they used all their ammo getting dominance in the area, and were just slowly wearing down the station.

*Ah YES!, but the situation has changed, and I don't want to wait for them to realize later-on that they need to restock. I want them to stop, and re-stock now, quickly.

So, yes, some sort of brute-force "ReStock Fleet now!" button would be more fun than clicking...
-Select ship, click.
-Select consumables, click
-Move slider, click
-Add to cart, click
-Repeat, by selecting next ship
(plus one 'complete order')

For 50 ships, thats about 50 * 4 = 200 + 1 = 201 mouse clicks. Which takes time.

*Another thing I've tried that works: You can restock 1 fleet with another fleet. So today, I had a fleet of 10 Eclipse fighters, and used anther fleet of 10 named "Fleet-ReSupply" of the same ship (not Auxiliary ships). You can :
-Select 1st ship in Fleet-Resupply
-Select Wharf, Upgrade, move the slider for Missles, Confirm
-After the purchase, select that ship, Right-click the 1st ship in the Fleet that needs restock, select "Trade Wares with XYZ-123", and the missiles are in the list of wares that can be traded.

This was faster because the fighters are faster than the auxiliary ships, but it was still about the same number of mouse-clicks.

fun stuff,
-Cam

doxbollox
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Re: Auto-restock missiles of fleet

Post by doxbollox » Mon, 19. Jul 21, 22:50

@cam @all

There is a auto repair and auto restock missile function/mechanic already implemented and it use to work perfectly!

For example if you had a fighter/s that was subordinate to a carrier, and you had the appropriate missile BP, as well as the materials for production on the carrier and the global orders set to resupply, the fighter would finish its task, it would return back to the carrier, land and auto repair (which still works now) and auto reload missing missiles (doesn't work anymore).

Unfortunately, now you have to do what cam explained above so well. THANKS EGOSOFT, THATS SO MUCH FUN.

Egosoft literally broke the function with the introduction of COH and although the community has been reminding them over and over and over again, that this problem needs an urgent fix, they either obviously don't give a sh*t or just don't care.
Becauseeeeee instead of fixing game breaking mechanics like resupply, noooooooo, its more important to fix this stuff, right EGOsoft:

Fixed excessive number of positional lights on Osprey (Seriously everyone, EGOsoft fixes this useless sh*t like its life saving oxygen, but leave out other stuff that is really essential - LOL - makes me laugh and cry the same time)
Fixed squad leader icon on map being in wrong position
Fixed being able to move sequences of station modules partially outside of build plot
Fixed holographic ship controls for NPCs not being enabled when NPC sits in chair
Fixed some voices and sound effects not being audible in external view
Fixed coloured station modules on radar and map when selected
.....and many many more examples.

So lets thank EGOsoft for fixing all that really important stuff above, but none of the non essential stuff, like the resupply mechanic!

Thank you EGOsoft!

rubahax4
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Re: Auto-restock missiles of fleet

Post by rubahax4 » Tue, 27. Jul 21, 18:03

We have a flying factory, a support ship. He makes rockets for others. Why can't he make rockets for himself?

You can balance missile mechanics by improving missile defense.

ajime
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Re: Auto-restock missiles of fleet

Post by ajime » Tue, 27. Jul 21, 20:02

a few L freighter filled with energy, smart chips, missile component following flying factory would 3 click ware transfer to replenish it.

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Lord Dakier
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Re: Auto-restock missiles of fleet

Post by Lord Dakier » Thu, 29. Jul 21, 23:46

I ran 20 torpedo asps and it was torture. Very effective payload, but for the management it was beyond tedious. We really need work to make missiles relevant.

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