Totaly new features that would expand X4?

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mr.WHO
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Totaly new features that would expand X4?

Post by mr.WHO » Fri, 30. Jul 21, 18:37

Thinking about the state of the game of 4.0, I realized it's actually rather hard to find out what would add to X4 the new quality.

I did other topic where I mentioned the features that existed in previous games like X3:FL.



I wonder, if people have some ideas about adding something new, that never existed in previous X-games...except maybe planet landing - this one was beaten to death :D



Here are my ideas:

1) Station boarding - seeing all of those Argon station in HOP occupied space, it would be nice to have ability for player (and other factions) to board station - something like new "garrison" module would be good for storing Marines as I don't think station workforce is qualified for fighting. Pirates could raid station workforce to take them as slaves (well, we already have slavery lore in Split DLC).

2) NPC factions ship boarding - this would be especially handy for Pirates, which are rather stale and boring in X4.

3) Faction uniforms / Player faction dress code - basically ship paint mods, but applied on NPC model textures. This would also make differentiation between same race factions, like ARG/ANT/HAT, or PAR/HOP. This is somehow already unntentionally introduced with TER/PIO uniforms having different color patterns.

4) Mines working in OOS and minelaying/minesweeping scripts - again handy for Pirate faction.

5) Sentry guns - new type of deployable, that work like a lasertower, but consist of Medium/Large disc that has two (up/down) medium or two Large turrets - basically bigger and more expensive deployables.

6) Intrediction field generator - Large deployable that generate area buble, which deactivate cruise engine - since 4.00 change the logic how the gate travel works, it's now very hard to stop ships that enter/leave gate with active travel drive (many Xenonx casually fly throught my defence). It's expensive and helpless, so needs escorts (like sentries and lasertowers).

7) Scavengers - new job type for all factions (pirates included, but probably not Xenons o Khaak) that clean up bailed ships - this would probably require to crank up the ship bail rate and NPC to NPC bail, but would make someting to compete with player for bailed ships. Possibly also make L/XL ships wreacks to be recycleable for scrap resources.

8 ) Endgame crisis - trigerrable event/plot that spawn galaxy wide Xenon invasion - basically something for players that are already beyond reach of regular NPC factions - terraforming is nice challenge for peaceful players, now we need same for violent players :D

9) S/M Utility pods - pods mounted in weapon mounts to futher improve some ship capabilities - e.g. cargo pod, shield pod, heat sink - especially useful for the ships with multiple weapon mounts. E.g. bomber with torpedo launcher and shield pods for better survivability.

10) Viewing gallery - new small module (e.g something like cross connector module) with new interior that provide a lot wide windows in many directions (e.g. glass floor, ceiling, walls) - currently only landing pads provide something like that, but they are very limited in view directions (only up).

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Re: Totaly new features that would expand X4?

Post by Tamina » Fri, 30. Jul 21, 19:06

And I am here just wishing they would improve on the existing features. Getting the bugs out and refine everything into a more consistent product ^^
mr.WHO wrote:
Fri, 30. Jul 21, 18:37
6) Intrediction field generator - Large deployable that generate area buble, which deactivate cruise engine - since 4.00 change the logic how the gate travel works, it's now very hard to stop ships that enter/leave gate with active travel drive (many Xenonx casually fly throught my defence). It's expensive and helpless, so needs escorts (like sentries and lasertowers).
EMP rockets exists already. Not that they are used by anyone but theoretically they are there and available.
However, your but for highways. The ring highway specifically. So that factions can build a station near a highway to keep enemy factions from traversing the sector.

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Re: Totaly new features that would expand X4?

Post by Ezarkal » Fri, 30. Jul 21, 19:13

I very much agree with your ideas, especially point 6, 8, 9 and 10. (The others are good too, though.)

A few comments:
6) This would allow to set up pretty good defensive and offensive strategies, and allow more RTS-like options. AI should be able to use them efficiently too, though. (Faction AI could use a bit of an RTS-type revamp I think. There are wars to be fought after all.)
It would also be an awesome option for pirate playthrough.

9) It's a good idea for ship customization, but it kind of overlaps the current ship mods system. The issue I see is the rather low number of hardpoints on most M ships, and their absence on S ships. I would add dedicated hardpoints for these modules.

10) How I would like that. I often try to build my stations in a way that gives a good viewpoint from the dock. I'm pretty eager to try this with the upcoming free module rotation options. I'm also the type of pilot that parks his ship in the middle of a station just to look at it. One of the venture modules already allow this to some extent, but having another option would be fun.
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Re: Totaly new features that would expand X4?

Post by Skeeter » Fri, 30. Jul 21, 19:24

Less of a bigger universe, smaller but more unique stuff and also better for performance imo would be nice to have a option come in x4.
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Re: Totaly new features that would expand X4?

Post by mr.WHO » Fri, 30. Jul 21, 19:26

Ezarkal wrote:
Fri, 30. Jul 21, 19:13
10) How I would like that. I often try to build my stations in a way that gives a good viewpoint from the dock. I'm pretty eager to try this with the upcoming free module rotation options. I'm also the type of pilot that parks his ship in the middle of a station just to look at it. One of the venture modules already allow this to some extent, but having another option would be fun.
I didn't realized, but 4.10 module rotation actually would make it easier for "scenic" placement of landing pads, but I wonder if AI will not be confused by non-standard orientation of landing-pad?

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Re: Totaly new features that would expand X4?

Post by Flippi » Fri, 30. Jul 21, 19:28

Alright. If Ideas are what you want. Here are some of mine. Most of them are or were planned as mod projects of mine. And some suggestions were done in older x games. Wall of Text incoming.

First, some StarSector inspired suggestions:

-Blueprint overhaul and Black Market system. That means, Blueprints are items you can find/buy/sell. And by reading them, you gain access to the blueprints saved on them. But if you have those already, you can't read it again. However you can always sell them. Either to a normal market trader, where you get an average price. Or on the black market for a much larger profit. The problem: Blueprints sold on the black market will be used by Pirates after a while. This counts for weapons, equipment and of course ships.

-Wreck salvaging. Ships leave wrecks behind when they are destroyed. Having the option to salvage those for resources would be a good thing.

-Ship salvaging and D-Mods. Similar to the suggestion above, ships can be salvaged. But this time, the wrecks might be put back into service. That means, if there is a destroyed ship, you might have a chance to get the wreck under your control and repair it. The problem here: D-Mods, or better known as Derelict-mods. They work like the usual ship modifications already in the game. Except they affect performance negatively. And if you want to get rid of them, you have to pay money on an eqwuipment dock to get it fixed.

-Marines Raiding. It would be good if there was a chance to raid Wharfs and Shipards not just for resources, but also for blueprints of that faction. No more being forced to be on good terms. Get your marines up and try to force your way in. (This suggestion sounds similar to the one in the OP, I know. But it's something StarSector allows you to do).


Now to more generic suggestions of mine:

-New non-essential equipment slot for ships, called 'Special'. It's the place for ships to put specialised things on them. What it means?
Cloaking devices (Romulan style)
Jump drives (we know that one)
Jump Drive Jammer (similar to a suggestion in the OP, I know. But this one comes from the old X3 ETNO Mod.)
ID Scrambler (already in the game. It's what the pirates use.)
Improved Sensor Array (larger Scanner range)
and many many more. Something like that would give players much more customisation for ships. And for modders, there are endless possibilities to add more and different options.

-L Sized Carriers. This game really needs a little bit more selection in terms of ships. And smaller Carriers would certainly fit into this. I know, we had those in earlier games.

-TP's. Now that there is an actual worforce to take care of, we could use ships like those. Would be a cheaer alternative to building habitat modules. Get some TP's, send them to a station or a planet with some population, and bring in the workers. As long as the ship flies its route, there will be a steady stream of workers with all the benefits. And if there's no workforce available, you can still rely on the current habitat modules for that.

-Actual Unknown Systems. Currently, all systems are known and have either highways or TOB's built inside. And they are also named. I'd like to see a return of the actual unknown systems with only jump gates in them. And no faction building stations (I'm looking at you, SCA).

-Drone Hangar Station Module. Currently, defence drones use the regular docks. So having a dedicated Drone hangar where drones can start and land without having to disrupt regular docks would be a nice addition.

That's it for now. I don't remember all my ideas. Except maybe having improved modtools. But that suggestion is for another time and place.
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Re: Totaly new features that would expand X4?

Post by Lord Dakier » Fri, 30. Jul 21, 19:29

The one thing I always wanted where like you suggests (I think) pods or some form of drone tied to the ship that functions as additional lasers or shields. An example is the Dragoon system in Gundam Seed https://youtu.be/bjT62vDVObk?t=33

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Re: Totaly new features that would expand X4?

Post by mr.WHO » Fri, 30. Jul 21, 19:52

Lord Dakier wrote:
Fri, 30. Jul 21, 19:29
The one thing I always wanted where like you suggests (I think) pods or some form of drone tied to the ship that functions as additional lasers or shields. An example is the Dragoon system in Gundam Seed https://youtu.be/bjT62vDVObk?t=33
Basically a lasertower mk.1 with engine and drone logic - some kind of XS/micro drone.
Last edited by mr.WHO on Fri, 30. Jul 21, 21:34, edited 1 time in total.

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Re: Totaly new features that would expand X4?

Post by Falcrack » Fri, 30. Jul 21, 20:45

-Sensor modules you can attach to ships in place of a weapons mount. You sacrifice some firepower for significantly expanded sensor range.

-Reverse engineering to obtain ship and equipment blueprints. Easier way to obtain ship production blueprints that does not involve purchasing from a faction.

-Research to improve specific ships and equipment, so that the ship/equipment when built is the new improved version.

+1 to interdiction field generator, not emp missiles. Works for highway and travel drive, disabling travel speeds of all hostile ships in range (maybe 40 km).

+1 to salvaging of ship and station wreckage, npc boarding of ships and stations

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Re: Totaly new features that would expand X4?

Post by Panos » Fri, 30. Jul 21, 21:05

mr.WHO wrote:
Fri, 30. Jul 21, 18:37
Totaly new features that would expand X4?
a) The new co-op venture system.
b) Stations should double in real size, they are too small compared to the X:R
c) Someone is working to add walk in station (seems importing X:R stations to X4) if Egosoft can give him a hand it would be great.


d) I know Egosoft works on new Pirate DLC so everything that this will include :lol:

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Re: Totaly new features that would expand X4?

Post by Ezarkal » Fri, 30. Jul 21, 21:26

mr.WHO wrote:
Fri, 30. Jul 21, 19:26
Ezarkal wrote:
Fri, 30. Jul 21, 19:13
10) How I would like that. I often try to build my stations in a way that gives a good viewpoint from the dock. I'm pretty eager to try this with the upcoming free module rotation options. I'm also the type of pilot that parks his ship in the middle of a station just to look at it. One of the venture modules already allow this to some extent, but having another option would be fun.
I didn't realized, but 4.10 module rotation actually would make it easier for "scenic" placement of landing pads, but I wonder if AI will not be confused by non-standard orientation of landing-pad?
AI gets along fine with the teladi trade station's docks. I assume we'll have a few bugs here and there at first, but it should get patched in time. :D
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Re: Totaly new features that would expand X4?

Post by xant » Fri, 30. Jul 21, 22:00

I wish some features could undergo a bit (or very much) of streamlining. Let's take employees as an example; for me the whole employee management system is far too convoluted, sacrificing performance and a clean ui for tracking what is essentially a big pile of useless names and skills. It is fun if you have two or three dozen people working for you, but at 10k+ it is more of a burden than anything else. I mean, who tracks the progress of every pilot of their hundreds of fighters, freighters and miners?
The same goes for marines or service crew, the total number and the sum of their skill is the only thing that matters. I can't tell how many marines I already bought and burned, without any regard to their great personality or unique background story. And don't tell me you care, because I know for a fact that you don't. :D

Having maybe 20 or 30 people that in turn managed their own staff (so that you don't have to) would be a welcome change. Make crew as abstract as station workforce, reduce management to the bare minimum and we're good. I wouldn't mind if I had just one Admiral at HQ that 'piloted' all of my freighters, or if the Captain of a carrier made fighter pilots unnecessary. At this point a better skill system would be possible (like special skills to boost certain aspects of your faction). Would make for interesting choices (i.e. +10% speed skill, better selling/buying prices, reducing hazard dmg etc.).

Another thing I wish we had is an upgrade system for station modules. Once you start building the whole Claytronics/Adv. Electr./Hull Parts chain you end up with huge complexes that drop your IS performance hard. The ability to upgrade would help reducing station size.

More options for R&D are also something I wish for, like improvements to scanners (to hunt down Kha'ak in endgame) or other equipment, reverse engineering, experimental Xenon-hybrid-tech, salvaging and other crazy things.

At PHQ an own room would also be quite something, where we could manage everything, change the background music and customize certain elements of our faction.

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Re: Totaly new features that would expand X4?

Post by Lord Dakier » Fri, 30. Jul 21, 23:38

mr.WHO wrote:
Fri, 30. Jul 21, 19:52
Lord Dakier wrote:
Fri, 30. Jul 21, 19:29
The one thing I always wanted where like you suggests (I think) pods or some form of drone tied to the ship that functions as additional lasers or shields. An example is the Dragoon system in Gundam Seed https://youtu.be/bjT62vDVObk?t=33
Basically a lasertower mk.1 with engine and drone logic - some kind of XS/micro drone.
Yeah, but mechanically being very close to the player ship pretty much at all times <2km. Not sure you could even do it with the current AI and pathing, but it would be cool!

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Re: Totaly new features that would expand X4?

Post by Falcrack » Sat, 31. Jul 21, 03:04

Maybe not a groundbreaking new feature, but I would like to manually adjust travel speed, instead of travel drive simply use maximum speed.

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Re: Totaly new features that would expand X4?

Post by ZaphodBeeblebrox » Sat, 31. Jul 21, 10:40

A new research facility that when built allows me to improve on the current ship designs.
The facility would be part offices, laboratories and shipyard.
This would be and endgame activity that requires a lot of resources.
Basically I want to be able to add more weapons, shields and engines to existing ships.
Or be able to produce better variants of existing weapons, shields and engines.


A totally new race and factions never seen before.

Salvage from wrecks +1
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Re: Totaly new features that would expand X4?

Post by Lord Dakier » Sat, 31. Jul 21, 13:40

ZaphodBeeblebrox wrote:
Sat, 31. Jul 21, 10:40
A new research facility that when built allows me to improve on the current ship designs.
The facility would be part offices, laboratories and shipyard.
This would be and endgame activity that requires a lot of resources.
Basically I want to be able to add more weapons, shields and engines to existing ships.
Or be able to produce better variants of existing weapons, shields and engines.


A totally new race and factions never seen before.

Salvage from wrecks +1
To tie on to this. Some custom weapons would be really cool, like picking the effects and having a budget for its stats that you spend per size.

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Re: Totaly new features that would expand X4?

Post by WiiWiesel » Sat, 31. Jul 21, 14:04

Maybe a tax system: So that an economic actor within a system has to pay the sector owner for trade/mining/etc.. This would make owning a sector way more meaningful

Another thing, which could be interesting would be a more diplomatic depth (those are inspired by the game EU4):

- The first one would be a war with a specific war goal: Thus, that you (or any faction) could declare a war on another faction with a certain goal in mind -> during the war, points are gathered for destroying ships/stations -> once enough points are gathered, a peace treaty can be signed

- Right now, the reputation-system between factions and the player make the whole thing rather static in the long run, I would prefer if the factions would treat the player in regards to the players actions and their own interest. (Maybe the factions want to have a sector, which is currently run by the player? -> their desire grows over time and if the player doesn't actively befriend this faction over time, the faction would declare war for the sector). But due to the diplomatic missions, this would only make sense between the player and the factions

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