TheDeliveryMan wrote: ↑Tue, 27. Sep 22, 23:08
But then you also get AI jumping into each other's core sectors and all over the place.
Dev has full control over where AI will jump to. And I am ok either way.
jlehtone wrote: ↑Tue, 27. Sep 22, 23:13
There were variations. In X2 all Xenon did spawn in the sector that had Xenon Shipyard. Then they did "migrate" to their posts (like herd to slaughterhouse).
In X3R, yes, each Xenon sector had at least imaginary shipyard. You were not able to take ownership of sectors nor disable those shipyards, but then again neither did NPC. I don't recall blockading every Gate to Xenon space in X3R; many parts of Galaxy were "expendable" (as they did not make threats stronger). If AI had had jumpdrives, they would have spawned/jumped to space of other factions. That did not happen.
Do you count FAF Rattlesnakes to have jumpdrives, because they "spawn" in FRF space?
The SCA do spawn outside SCA space? They "jump" more than anything in X3 (except RRF and the ATF that spawned into tailpipes of Megalodons during the War).
Dev has full control over where AI will jump, just like they have control over where SCA could spawn.
I actually like SCA's status now, they are like pirates, annoying, unpredictable and you can ignore them once you have a strong fleet.
But Xenon is way too weak, players could actually easily eliminate Xenon doesn't really make sense to me. If it requests certain complex missions like terraform, I would be ok with that, but now, a player only need an Asgard/Erlking/Raptor and some grinding, the Xenon will be gone.
jlehtone wrote: ↑Tue, 27. Sep 22, 23:13
An obvious route is to make the game player-unfriendly. Very unfriendly. That has other "issues".
That is why there should be more options, like jump drive, highway and Xenon strength. I am pretty sure players choosing "hard" mode are not expecting Xenon is still the Tom cat in the current game.