[POLL] New Kha'ak ships

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Would you like more ships or ship classes for the Kha'ak race?

Yes
90
70%
No
14
11%
Xenons are more important
25
19%
 
Total votes: 129

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ezra-r
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Re: [POLL] New Kha'ak ships

Post by ezra-r » Mon, 20. Dec 21, 00:44

I would certainly appreciate a remake or revamp of khaak as well as new types of ships and get rid of jobs and give them a couple of sectors to spill in the known universe from

Bozz11
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Re: [POLL] New Kha'ak ships

Post by Bozz11 » Mon, 20. Dec 21, 18:30

I would rather see egosoft expand from how kha'ak work right now than simply making them own a few sectors and then play like all other factions...

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ezra-r
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Re: [POLL] New Kha'ak ships

Post by ezra-r » Mon, 20. Dec 21, 19:25

Bozz11 wrote:
Mon, 20. Dec 21, 18:30
I would rather see egosoft expand from how kha'ak work right now than simply making them own a few sectors and then play like all other factions...
If I understand it correctly you prefer to spawn them from thin air in the same areas again and again?

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Re: [POLL] New Kha'ak ships

Post by Bozz11 » Tue, 21. Dec 21, 12:33

If you think about it, there is a lot you can do from there !
It's not just about spawning stations or ships, kha'ak could spread like a plague or something, infecting a systeme and then developping over time and becoming more and more dangerous if you let them.
they could require ressources to develop and get to a higher stage etc...

But yeah having them spawn should remain, we know they have jumpdrives they should definitely be able to jump in a sector and then hide there but we can always force them to use ressources to create ships, ressources or ship wrecks etc...

Make something different, not just copy paste on xenons that would be boring, at that point it would just be better and easier to add more ships to xenons

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Killjaeden
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Re: [POLL] New Kha'ak ships

Post by Killjaeden » Thu, 23. Dec 21, 17:32

Axeface wrote:
Fri, 10. Dec 21, 17:53
They would need a new XL ship to be a base where the scavengers deposit the wrecks and salvage
A long time ago i started a mod for X3, to be able to play as khaak swarm - but i didnt get it finished.
The idea was based around pure nomadic gamestyle (no stations, just ships) - where you have to rely on mobile mining. The center of operation was a Hive ship (similar to khaak carrier, but it had a big "bossom" made out of an asteroid piece) and khaak specific landing/launchbays. The hiveship was meant to produce stuff from mined ressources - but also be able clamp itself to an asteroid, making it look like a huge tick, and mine it until it is depleted. Stealing minerals and storing them as crystals like humans would store fat-> outside, the more you have stored the bigger the ship gets.
Alternatively it was supposed to clamp itself to the asteroid and instead of mining, it would grow another capital ship inside the asteroid (destroyer/carrier), and once finishes the asteroid pops and the new ship is "born".

Doesnt really gell with the art and style of the khaak station and stuff introduced in TC though. But khaak are really weird style anyway - Hexagons out of rivetted metal sheets in Organic shapes, with tendrils for capitals. Completely different look for fighters. Never could make sense of it -> difficult to come up with fitting new designs that arent just kitbash of the existing ships. They'd need a visual redesign, that hopefully can combine the two without completely deviating from the origin.
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Falcrack
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Re: [POLL] New Kha'ak ships

Post by Falcrack » Fri, 24. Dec 21, 03:53

I'd like it if the Kha'ak owned a few sectors in the game, which are only accessible to the player via travelling through anomalies, not jump gates or accelerators. The player would have to travel through several anomalies before finding the right one. Once in there, if you brought a big enough ship (maybe a raptor with a fully loaded fighter wing), you could clear out the Kha'ak in those sectors and reduce the overall threat level of Kha'ak across the galaxy.

oddgit
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Re: [POLL] New Kha'ak ships

Post by oddgit » Wed, 12. Jan 22, 02:22

SirBerrial wrote:
Fri, 10. Dec 21, 07:21
That would be nice if we could get a properly functioning patrols first.
Right? My patrols completely ignore the Kha'ak ships that spawn there, i was unlucky and the game decided to make Getsu Fune a Kha'ak sector, i kill the station, get some peace and quiet for a bit, than ships start appearing and i have to get in a Pegasus and fly around randomly till i find their nest.

Insects
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Joined: Wed, 5. Jan 22, 04:12
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Re: [POLL] New Kha'ak ships

Post by Insects » Wed, 12. Jan 22, 03:13

Never see them in person anyway since they are just something the mining fleet escorts deal with.

So sure more ships is good. But would rather the investment is made into ships the player encounters more and can fly.

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alt3rn1ty
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Re: [POLL] New Kha'ak ships

Post by alt3rn1ty » Wed, 12. Jan 22, 10:25

GCU Grey Area wrote:
Fri, 10. Dec 21, 17:00
Alan Phipps wrote:
Fri, 10. Dec 21, 10:48
Bring back the swarms and clusters!

I wouldn't mind at all if the Kha'ak could form their S and M ships up into clusters as in earlier games and have those clusters act as destroyers with the multiple ships' Kyons combining into significant damage beams with longer range and duration, and with combined cluster shielding effects. When a cluster is attacked and its hull goes below a certain percentage, it breaks up into its component ships with each now with that same hull percentage and with weakened but recharging shields.

Tactics against them could of course include area of effect weapons used with precise timing as the cluster breaks up but before the components recharge shields and start swarming attacks of nearby targets.
Best idea in the thread so far.
+1
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