Suggestions for Pirate DLC

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grapedog
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Re: Suggestions for Pirate DLC

Post by grapedog » Fri, 27. Aug 21, 09:51

LameFox wrote:
Fri, 27. Aug 21, 09:39
Tempest wrote:
Thu, 26. Aug 21, 17:06
if only there was an easier way to assign a fighter escort to very large numbers of non-combat vessels.

an optional section in the shipyard interface perhaps.. a simple dropdown box with assign x-number of "unemployed S/M craft" just like the "assign builder" interface. ..
Did they ever upgrade the patrol command? I think last time I used it, ships only blundered around and attacked what they stumbled across with their own sensors. I feel like updating that could help with both khaak and any hypothetical expansion to pirates. IMO a patrol should use sensor data from player property to track down enemies in its patrol sector, and respond to attacks on player property within that sector.

I would probably use that before escorts, personally, because a few fast ships could cover a whole sector and save the later game performance of giving escorts to my many miners.
No, patrol is still pretty much completely useless. You'll have ships all the way at the sector edge investigating spacedust while 20+ kha'ak ships are harassing your ships and stations in the much more relevant areas of the map.

Tempest
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Re: Suggestions for Pirate DLC

Post by Tempest » Fri, 27. Aug 21, 11:19

i've had moderate success blanketting a sector, by just setting 1 craft to patrol, and then have 256 others to Mimic. (they seem to scatter quite a bit then)

as you said, they'll happily ignore hostile craft visibly in radar range (how that does work anyhow? NPC don't seem to have access to the entire sensor-net like we do, for my own craft i would expect that to be the case)
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S!rAssassin
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Re: Suggestions for Pirate DLC

Post by S!rAssassin » Fri, 27. Aug 21, 12:20

And "Defend leader" command should make defenders attack hostile before they hit leader. And response attacks against themselves correctly - leader should no ignore attacks of it`s fleet.

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Re: Suggestions for Pirate DLC

Post by S!rAssassin » Tue, 14. Sep 21, 13:00

So, we have some pirates factions in game. And more to come?

Why they do not fighting each over for spheres of harassment? Pirates stations should have analog of admin module and should claim sectors in their confrontaction as well as official factions claims their sectors in official wars.

So, one sector should have one official owner and one dark, pirate, owner. Official owner may destroy pirate station in central sectors with high police and military presence.

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Tamina
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Re: Suggestions for Pirate DLC

Post by Tamina » Tue, 14. Sep 21, 13:17

:O a secret owner of a sector. That sounds cool.

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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
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humility925
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Re: Suggestions for Pirate DLC

Post by humility925 » Wed, 15. Sep 21, 09:30

I was hoping boron, but Not sure, I forgot,

As for player's trader a.i ship always losing to pirate, once pirate attacked them, yes, I know it's frustrated and very tense, pirate often had faster, more combat, more number than trader ship do, I did warned about this when we was talking about jumpdrive is more helpeful than harm to removed it and along with game over screen as well to avoid it.
unfortunately, some don't listen to reason or think without jumpdrive is better but not. I know jumpdrive help trader ship to combat danger zone since trader ship lack of speed, bigger target, less firepower and cost more than combat ship for size even. Oh, well, it's been kind of fall on deaf ear.

Trader ship had no way out of forced combat zone and are petty much screwed, only hope to had jumpdrive to away from forced combat, unless trader ship got huge buff of speed, firepower, hull, shield to beat pirate combat ship, that is, after all, trader ship is costly than combat, and it's cheap to destroy all those lot of credit.
Had a compassionate when you able... :)

SpaceCadet11864
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Re: Suggestions for Pirate DLC

Post by SpaceCadet11864 » Wed, 15. Sep 21, 16:59

humility925 wrote:
Wed, 15. Sep 21, 09:30
I was hoping boron, but Not sure, I forgot,

As for player's trader a.i ship always losing to pirate, once pirate attacked them, yes, I know it's frustrated and very tense, pirate often had faster, more combat, more number than trader ship do, I did warned about this when we was talking about jumpdrive is more helpeful than harm to removed it and along with game over screen as well to avoid it.
unfortunately, some don't listen to reason or think without jumpdrive is better but not. I know jumpdrive help trader ship to combat danger zone since trader ship lack of speed, bigger target, less firepower and cost more than combat ship for size even. Oh, well, it's been kind of fall on deaf ear.

Trader ship had no way out of forced combat zone and are petty much screwed, only hope to had jumpdrive to away from forced combat, unless trader ship got huge buff of speed, firepower, hull, shield to beat pirate combat ship, that is, after all, trader ship is costly than combat, and it's cheap to destroy all those lot of credit.
Are you saying that your trader ships are all dying to pirates in your current game?

NightmareNight91
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Re: Suggestions for Pirate DLC

Post by NightmareNight91 » Wed, 15. Sep 21, 19:33

How about we re-enable the ability for NPC vs NPC ship bailing...as it was in the beta before COH.

Treycore
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Re: Suggestions for Pirate DLC

Post by Treycore » Wed, 15. Sep 21, 22:23

Biggest things that I want in a pirate update is…

- Pirates building their own ships (SCA spawn from thin air still)

- Freeport’s having more use, maybe a wharf for building pirate ships?

- Pirates actually looting loot/capturing ships and then selling them at Freeports (Both Loot and ships could be sold at Freeports and the empires can buy the loot back)

- More NPC ships bailing and pirates scooping the bailed ships

- Illegal goods having some sort of use rather then just a tradeable good

- NPC Boarding of other NPC ships

- Better AI/Faction Logic of Pirate factions, they should have their own goals and strive to stay alive in the galaxy
—————————————————
- Also trade stations having some sort of interaction with pirates would be nice too, I feel like trade attracts pirates and would be a natural place for illegal wares/services to meet at

Empire Trade stations should be able to sanction piracy for the empire against the their enemies and offer these kindve missions and can be a progression point for players looking to do piracy while working for one of the major empires

Small numbers of ships could be assigned a piracy role for each empire that only pirates their enemies and brings back loot/stolen ships to a trade station that empire they work for owns

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Re: Suggestions for Pirate DLC

Post by S!rAssassin » Thu, 16. Sep 21, 07:51

Treycore wrote:
Wed, 15. Sep 21, 22:23
- Also trade stations having some sort of interaction with pirates would be nice too, I feel like trade attracts pirates and would be a natural place for illegal wares/services to meet at
Yes! Why the only way to interact to black market on stations is missions? Black market diler should be found as NPC idling at station and beaware security.
Yes! Station security should be exist too! They may stop you on foot and initiate ship/inventory inspecting!
Treycore wrote:
Wed, 15. Sep 21, 22:23
Empire Trade stations should be able to sanction piracy for the empire against the their enemies and offer these kindve missions and can be a progression point for players looking to do piracy while working for one of the major empires
:thumb_up:

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Re: Suggestions for Pirate DLC

Post by humility925 » Thu, 16. Sep 21, 08:56

SpaceCadet11864 wrote:
Wed, 15. Sep 21, 16:59
humility925 wrote:
Wed, 15. Sep 21, 09:30
I was hoping boron, but Not sure, I forgot,

As for player's trader a.i ship always losing to pirate, once pirate attacked them, yes, I know it's frustrated and very tense, pirate often had faster, more combat, more number than trader ship do, I did warned about this when we was talking about jumpdrive is more helpeful than harm to removed it and along with game over screen as well to avoid it.
unfortunately, some don't listen to reason or think without jumpdrive is better but not. I know jumpdrive help trader ship to combat danger zone since trader ship lack of speed, bigger target, less firepower and cost more than combat ship for size even. Oh, well, it's been kind of fall on deaf ear.

Trader ship had no way out of forced combat zone and are petty much screwed, only hope to had jumpdrive to away from forced combat, unless trader ship got huge buff of speed, firepower, hull, shield to beat pirate combat ship, that is, after all, trader ship is costly than combat, and it's cheap to destroy all those lot of credit.
Are you saying that your trader ships are all dying to pirates in your current game?
I was saying once trader ship in combat with pirate, they stand no chance with no way out.
Had a compassionate when you able... :)

LameFox
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Re: Suggestions for Pirate DLC

Post by LameFox » Thu, 16. Sep 21, 09:36

I believe that when fleeing they are meant to drop laser towers as a distraction, if so equipped. This does not appear to work very well anymore, though, and I find myself having to make them do it manually. Their chances are still better if the ship has a high base speed though as the towers don't survive very long in OOS combat.
***modified***

S!rAssassin
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Re: Suggestions for Pirate DLC

Post by S!rAssassin » Thu, 16. Sep 21, 09:43

Also, we need to expand illegal missions, such as transport person with troubles with police or illegal goods from A to B.

In this case, we need special upgrades for ships, witch add to ship cargo a secret storage (quality of this upgrade should lower chance of uncover by police).

boogieman335
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Re: Suggestions for Pirate DLC

Post by boogieman335 » Thu, 16. Sep 21, 17:07

A suggestion that I made a long time ago when I was giving reasons for adding more internal rooms to ships would be to add a hackable engine room to ships that are docked. Then you walk on board and hack the engine room and take control of the ship. Real piracy, not some stand off boarding operation that you don't actualy participate in. But as usual I was given the same old story.....Ego soft is a small company with no time to develope rooms, or the ever present people don't want to go to rooms on a ship without a reason, yet they seem to believe people perfer to go to a crafting bench and play mini crafting games.

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Tamina
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Re: Suggestions for Pirate DLC

Post by Tamina » Thu, 16. Sep 21, 17:15

That is life. Individuals have individual preferences.

Nonetheless, I really like the idea with turning/hacking a ships engines at least off.
And I throw my idea in, to be able to hack yourself a docking permission. So you can land on enemy ships. :D

Or.. a pirate cover for players. Maybe ship-ids are 1 time use and have to be bought at a pirate station :)

Being able to land on enemy ships and stations is crucial imo.

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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
  /l、 
゙(゚、 。 7 
 l、゙ ~ヽ   / 
 じしf_, )ノ 

Imperial Good
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Re: Suggestions for Pirate DLC

Post by Imperial Good » Thu, 16. Sep 21, 17:42

I would like to see the ability to salvage and repurpose loot and ships. Of course a marauder default order so you can pirate like the NPCs do. Bounty Hunters that hunt you or your assets down if you pirate too much. Pirate themed ships which are not that good but very cheap, possibly able to be made with large resource discounts directly from other ships. An improvement to the ship modification system, such as being able to reduce the RNG aspect of it for a cost or as a reward. Also special illegal "ultimate" equipment which cannot be mass produced and is insanely costly/time consuming to make but is pretty much best in slot (no weaknesses). Also a revise of the SCA economy so they no longer magic argon and teladi destroyers into existence and instead use pirate themed destroyers (possibly a free bonus for non-DLC players, with more variations and associated mechanics being behind the DLC).

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Re: Suggestions for Pirate DLC

Post by S!rAssassin » Mon, 25. Oct 21, 08:03

And one more thing :D

Maybe create EM-missile Mk2? Will produced by pirates, and used by them. EM-missile Mk2 will be not so fast as Mk1 and disable travel drive of target, similar Mk1, but it also disable cruise drive for a while!

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Re: Suggestions for Pirate DLC

Post by S!rAssassin » Tue, 30. Nov 21, 06:48

Patch 5.0 is coming! Capital ships are facelifted! But... only facelift?
S!rAssassin wrote:
Mon, 29. Nov 21, 18:17
...we need more interiors to ships! Give us wardroom! Give us captain office and bedroom! Give us passage with illuminators!

Make capital ships more immersive, more alive!
Stations needs more interiors as well! Have walk at foot and look out the window... I missing that.

SirBerrial
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Re: Suggestions for Pirate DLC

Post by SirBerrial » Tue, 30. Nov 21, 07:51

Station states and having those station states impact station productivity, as well as ways to impact said states.

That would give us a use for illegal wares as well - if everyone on the station is higher than Torus Segment 420, that station would not be very productive.

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