Thread to collect Requests etc. for upcoming Patch 6.0

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Caedes91
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Thread to collect Requests etc. for upcoming Patch 6.0

Post by Caedes91 » Fri, 27. Jan 23, 02:59

To my pleasant surprise, Egosoft is working on an extensive update for this game. I did not expect this and I want to thank and applaud you for your dedication to this game. DLC wishlisted!
I almost gave up on getting the Borons. Now the races are finally complete. So even if you don't take requests anyore, I already got my money's worth for this game. So again, thank you!

Please use this thread to post features/issues that you wish to be fixed/your desired changes for the upcoming patch 6.0 here:

I'll start:
  • Ship stats need to be revised imo. This was acceptable at the beginning of the game. You needed to make the release date, but now they should be rebalanced.
    Example: New XL-Paranid carrier holds only 16 s-ships, despite looking so massive. Split and Terran carriers in contrast hold more ships than the hull offers space for. Also please give them launch tubes too. Vastly smaller L-Destroyers can somehow store 40 s-ships. They should use that space for more missiles instead! That would make missiles actually viable. Paranid L-miners have launch tubes, why not adding them to combat ships instead? Defence-Drones and fighters shouldn't use up slow s-docks. Carriers should to be redesigned to properly reflect their fighter capacity. Terran Tokyo and Split Raptor especially!
  • Basegame (Teladi and Argon) ships still need redesigns. Argon ships in the past looked militaristic and practical. There is just no reason to use them over another race's ships outside of their cheapness. Hope, you can enlist some willing modders for this, if you don't have the resources for this...
  • Lack of endgame content in general. Please expand terraform. Especially Mars, Titan and Mercury for Terrans
  • Xenon and Khaak are too superficial. No way to restore them, when they get destroyed. They should be extended as factions
  • Terrans still are missing ATF successor ships. They would look so good if just updated for today. Terran fighter designs are just so unfitting. More like luxury taxis, instead of military ships fighting against Xenon. Only good looking terran ships are Syn and Asgard. Guess from who they descended from...
  • Terrans are supposed to be superior in technology, but that doesn't show in their weaponry. Biggest offender is them missing viable anti-capital or flak turrets and their M-turrets are just the same basegame turrets with a different look. Give them meson-, proton barrage and high-velocity pulse turrets instead. Terrans are isolationists and therefore should be more unique. Asgard is the only special case. The cap ships lack too many turrets. Nobody in their right mind builds battleships with so much wasted hull space. You cannot be more inviting to pirates!
  • Obtrusive UI, example: longer names of construction plans, blackists etc. still get cut off. <- Long category tab for short words like "activities/trade/travel", small tab for name...
  • Teutas still cannot be assigned to stations
  • Give Teutas and or builder ships more utility, by giving them the ability to disassemble destroyed station wrecks
  • Please scale up the build time for builder ships and not just cap them at 30 building drones and with service crew having no effect
  • Stations cannot be moved or modules reorganized without destroying them and waiting! them to be rebuilt. Which is the whole point of modularity, duhh... Now, that the Manticore tug ship has been released, why not giving them more utility to tug other things than wrecks. Maybe abandoned/enemy bailed ships. Maybe calculate the necessary number of tugs to move stations with the number of modules or plot size?
  • Give the ability to move workforce from one station to another and not only growing them on-site. As of now, whenever you remove a station, you genocide the whole workforce.
  • Saves still get modified at random, despite never using mods:
    If there is still no Ventures thingy after two years, then remove this disgusting orange tag of shame altogether. It's just been useless for the past two years now.
    There are so many visual-, QoL- and ship-mods I want to use, but cannot, because people without vanilla saves are not eligable for tech-support and eventual multiplayer replacement!
  • Therefore still no sane way to get paintjobs and exceptional modparts. Teleport living beings, construct flying deathstar fortresses, but spraypainting your ship or tune ships? NOPE, not possible. And please remove the RNG in ship modding. This and therefore being forced to save-scumming has nothing no right to exist in a space sim
  • Station planner is still rough, please give option to remove transparency or give the option to switch to LOD textures. You cannot make out planned modules among finished modules in the station planner. Please allow temporary placing segments outside of the station plot or in the red, so you can actually realign it, without it immediately disappearing.
  • Still not possible to sort blacklists per category and/or alphabet
  • Repeat order ships still cannot be grouped together in a fleet or hidden by assigining them to stations
  • Satellites need to show the coverage-radius on the map before deploying. It's so annoying to manually place them, only to collect them back and eyeball the optimal position for the next satellite. Or give the an order, to deploy them in a grid, like you already can set in custom gamestarts. Lock this behind 5 star pilot rank if you must.
  • Stations and fleet commander need to be able to replace subordinates on their own, maybe once the player has shipyards. It's so tedious to investigate, who lost their sub, how many, then order them and reassigning them. Same with stations that lose traders. If not possible, then make it so the stations that lost subs at least get a fat exclamation mark, telling the player, what ships they lost and their purpose. The notifications need to be more precise too! Who is attacked and where. Who was destroyed and to what station or ship did the victim belong to etc.

dtpsprt
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Re: Thread to collect Requests etc. for upcoming Patch 6.0

Post by dtpsprt » Fri, 27. Jan 23, 03:57

I'd add some smallish things that I believe have to do with the professional presentation of the game and also "common" logic:

1. Take a look at the hints that appear when loading the game!!! They come from X Rebirth asnd they are either irrelevant or wrong!!! Example: "You can claim an abandoned ship by brining a pilot"...

2. Fix the vocal and subtitle sequence of Boso Ta's first greeting of the player (at least it's wrong in English). It goes: "At last we meet face to face" (which is good) BUT then continues with "This installation is equipped blah blah" and finishes with "Helo there"!!! If Boso Ta is greeting it should be right after the "At last..." sentence. If the intention is to sow that the player lost attention and interest it would be better for him to say: "ermmm... are you listening?" or "You DO understand what I'm talking about don't you?" Then the player clicks an answer in the style of "sure... sure..."

3. Let the player decide which intro music will be played. I was relieved (and the only reason I keep ToA loaded) when I got rid of the CoH intro which was good but too "heroic" for my tastes...

EDIT: And please PLEASE fix the textures of the Callisto because more than half of the times the intended body paint does not show, instead it's a dull gray like the "Origin Unknown", also any attempt from the player to change to the prefered player's colours results in the same dull grey and the same goes for more than 80 of the paintjobs!!! That's something everybody who starts the Hatikvah plot has to face!!!

adeine
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Re: Thread to collect Requests etc. for upcoming Patch 6.0

Post by adeine » Fri, 27. Jan 23, 07:10

adeine wrote:
Fri, 6. Jan 23, 21:24
Kingdom End/Boron expansion specific items
  • This expansion is the perfect opportunity to implement a sort of Hub plot 2.0 where by completing a quest you reconnect/activate some jump gate that leads to a number of previously disconnected Xenon sectors with high production output. This allows for an optional and meaningful late-game goal/challenge which is guaranteed to be available as the disconnected sectors can't be wiped out beforehand, with a decent infrastructure requirement (like providing millions of microchips :P) to deter people from accidentally stumbling into it early game and complaining that Xenon are too strong.
  • Boron philosophy should prioritise defence platforms/modules, with all new XL turrets that can actually hold their own against capital ships in terms of range and damage output. Right now pretty much any defence station can just be outranged/cheesed, and having to actually contend with turrets would add some variety and make Boron feel more distinct. By the same logic, the Boron should have less of a navy/focus on fleets.
  • From the first trailers of the expansion, it seems like Boron models have been simplified to allow vaguely the same animations as other races, which looks a little weird (cannot unsee) and is at odds with established lore and timeline pictures. It is absolutely worth taking the extra time/effort to try and make them live up to the latter, with the proper four arms/squidtacles being anatomically positioned.
Improvements to game feedback
  • Have Betty say the faction of the selected target (when spoken targets is enabled, obviously). The ship class is a good start, but you kind of want to know who it belongs to when quickly cycling through targets while focusing on something else.
  • Add a ticker-style bar at the bottom of the management and map screens that shows messages (like this, more concepts here). Considering how much time we spend playing from the management screens, it's an issue how blind we are in them. We can hear the incoming message/notification sound, but can't actually see what's happening unless we close out the map/build screen/etc and lose all panels/location/zoom, etc.
  • While great strides have been made to make battles feel more responsive and impactful, being in capital ship fights still is a little underwhelming with no feedback in response to important game information such as the destruction of engines or other modules. Consider adding alarms or at least some reaction via Betty or ship crew as right now you basically don't notice anything until your ship suddenly stops moving/etc. (sometimes downright confusing until you realise engines are down).
UI/UX quality of life
  • Detailed thread with concepts (see in-image annotations) on how to make the UI more immersive, informative and easy to navigate via keyboard, while integrating meaningful encyclopaedia information currently hidden away.
  • Make the map navigable with keyboard: A good change in that direction would be to make the ship ID always visible in sector and property listings (maybe in its own column like in X3) and being able to type it into the filter search bar to select a specific ship. Right now a ship's unique ID is basically useless and you can't even see it most of the time as it clips with longer names. Along with a key to press to enter the filter search text box (say, ctrl-F, then type, then press enter) it certainly would help in selecting an individual ship from the list, as by the time you mouse over it the list may grow or shrink, making you have to chase the one you actually want to select with your cursor. Then use keyboard menu commands as per the previously linked thread.
  • Confirm/Cancel need a dedicated key across all menus.
Ship balance, personality, class & identity
  • Remove gravity well/drag for hostile ships.
  • Make subsystems on smaller ships destructible as well, and/or have systems fail as ships take damage. Right now it's easy to disable large ships, while medium and small ships are invulnerable to any issues or disarmament until they blow up. Being able to limp away from fights makes for great emergent narratives, and the fact that it's only ever a factor on L/XL ships is a shame.
  • Reintroduce ship reactors with a fixed MW capacity and constant regeneration rate. This is a big ask with a lot of underlying changes, but it would solve a number of issues in one fell swoop, allowing meaningfully specialised ships/weapons for sustained fire or burst damage; similar for boosting (which would drain off the same energy, so boosting too much would mean lack of sustained fire from weapons due to low energy). Ideally introduce energy management to add some depth and gameplay impact to the system - here is an example of maybe one of the best implementations to take inspiration from, but even a basic system would go a long way.
  • The Boron DLC is a great opportunity to add meaningful variety to the arsenal and take a page from X3/XRM by making possible loadout choices highly ship specific, where lot of the pros and cons for ships in specific situations came down to what armament it could bring – expanding on the base Mx classification. A mining ship should not be able to mount the same calibre of weapons as a destroyer. This gives ships back their distinct roles and personality: Say a frigate capable of mounting a good number of flak/anti-fighter weapons, vs. a similarly sized vessel designed to take on capital ships with its extra heavy weapon slots. Or a ship that doesn't excel at anything, stats wise, but stands out by offering more choices in loadouts (X3 pirates). While better than at launch, it's still basically just a case of whoever has the most hardpoints wins in X4, since most ships can use pretty much anything. (I'm convinced this is possible with fair savegame compatibility - the Paranid E variants have shown that it's possible to make some dramatic changes while not breaking saves.)
  • A bit of a hot take, but with the addition of condensate and being able to give more trade-y commands to mining ships, we effectively already have separate cargo types again. Consider going all the way and go back on unifying all wares as container storage. There's even already a lot of doubled up transport ship models (presumably from earlier development when it was more like Rebirth) for container/solid/liquid storage. I get that it's "more confusing", especially if you have ships that can take both types of cargo, but I don't think distinguishing tankers and freighters is that hard of a concept to grasp, especially since most of this complexity is already in-game. X3 and earlier did something similar via ware size classes, which made a meaningful distinction between different transport vessels and made L transports important/relevant.
  • The Xenon fleet is still missing carriers, heavy fighters or any of the new roles X4 introduced such as auxiliaries, and the lack of Xenon missiles is consistently a problem for their overall effectiveness. It would be neat to slowly work on bringing them up to par with other factions.
Economy
  • Substantially increase the difference in pricing between different ship classes and stations. X4 suffers from little to no early game, rendering lower tier ships and equipment basically irrelevant... which is a shame because clearly a lot of work went into them. In X2, there was an entire stage of gameplay where upgrading your ship and software mattered, which would then transition into being able to afford successively better and bigger ships, and eventually get into station building etc. If you want new players to get into the game quickly, simply make the default game starts fairly advanced with plenty of starting capital, allowing those who want an early game to have one with budgeted/custom starts. Right now in X4, you can basically start with fully loaded M ships no matter what. This is a big part of why it feels like there is less variety in gameplay, since all the stages of early game and progression have been removed and you're immediately thrown into fleet, empire and station building (e.g. it never feels satisfying or like an achievement to install the docking computer, or put better guns on a starting fighter; a lot of missions are never worth taking because they are designed for a section of gameplay that even the most basic starts are immediately beyond).
  • With the introduction of sector policing and finer control over territory you control, it feels like a massive oversight that you can't sell AI factions plot licences in your territories. In fact, if they like you they'll avoid your space like the plague. Individually being asked about every plot could be a pain, but how about having a menu where you have checkboxes to select from a list of different types of station for each faction (similar to the blacklist interface, with a default setting and a per sector override if you so choose) so you can allow certain parts of the production chain or factions to prosper in sectors controlled by you. Then you'd just have to do the usual licence fee calculation, and whenever said faction starts a new plot, the money is wired directly into the player account.
  • Overall the ware/resource tree still feels pretty barebones (especially in the case of the Terran economy) and copy-paste for other factions. While reintroducing more faction flavour and complexity to the ware/resource tree is nontrivial work as it'd require new production modules, I can't think of a better opportunity to flesh things out a little across the board than when ostensibly introducing new production chains to begin with for Borons.
AI improvements
  • Redesign the piloting skill to make low skilled pilots less dumb. This is a common source of confusion and frustration, especially for newer players. X4's AI has enough trouble as-is without purposely sabotaging it. There are still ways to make the skill relevant while keeping basic flight logic at its best.
  • Small ships and drones need to be able to dock and launch efficiently. For stations, ships glitching through modules and bouncing all over the place is jarring, but not really a big problem; however when it comes to large ships supposed to be carrying a complement of subordinates, this renders them practically useless. Getting drones or smaller ships launched and docked on pads is a major undertaking and takes minutes, making emergency launches or withdrawal not viable. This problem was solved in X3 via the magic of the docking computer snapping ships into their docked position. X4's docking computer can work similarly when used by the player (aim at dock, boost in, and the docking computer will generally take over), but AI ships do not seem to take advantage of this even under the best circumstances. If AI needs to cheat a little to replicate this, make it so.
Universe
  • Implement an XRM style bounty system that applies both for the player and AI ships. If a player is able to rack up a bounty on their head, acts of aggression or piracy would have more realistic, tangible effects beyond generalised reputation. Similar rules as XRM should apply - police licence or equivalent gives you access to a faction's bounty listings (and rewards) with vague 'last seen' locations of said vessels in their space; ideally with a list of their crimes/victims and number of kills. Add to this something like the fabulous LIFE mod's NPC-ships-levelling-through-kills system and the universe suddenly becomes a lot more immersive as high tier bounty targets will be more viable and write their own little stories.
  • Have a list of faction themed alternate names for every sector in the game, so factions can rename enemy sectors they take over. Admittedly it's a decent number of extra voice lines, but it would be a very cool bit of immersion to see Xenon turn the universe into a sea of Matrices, or Argon Prime being renamed after the Split who conquered it. To avoid confusion, the sector's original name could still be displayed in some form e.g. "Previously: Argon Prime" in the info menu.
Terraforming and planetary resource sinks
  • Xenon really ought to 'terraform' worlds in their controlled space. Not only is it an excellent opportunity to tie lore into gameplay but it also gives players a reason to halt the Xenon advance/try to avoid them holding space for too long if it's costly and time intensive to reverse the damage. It would make terraforming actually feel meaningful rather than just a late-game vanity project.
  • Make station production actually depend on workforce (no workforce -> no production for nonbasic/tier 2+ wares). Fudge the workforce numbers for nonplayer stations if the economy can't handle this.
  • Have all workforce originate from TP shuttles spawning from planets/transported from orbital stations, and implement some workforce churn (workforce is lost over time and continuously replenished this way). How much workforce a planet produces depends on habitability/population and resource availability. Supply or terraform a planet well and stations will thrive, blockade it or starve it out and it will have far-reaching implications for the stations it supplies. This would tie in extremely well with the terraforming system and add significantly to the immersion of simulating a living universe. (Build in the proximity of a big habitable planet with readily available workforce? Better be ready to pay high prices for plot and face stiff competition for your wares. Build in a far-off uninhabitable sector with great market opportunities? Better make sure you can protect the TP shuttles coming your way or you will be unable to make any use of your stations. It'd also add more indirect threats to the player and open up more opportunities for strategic warfare - if Xenon siege or take out planets this could dramatically impact player supply chains as workforce collapses, giving you reason to care about protecting planets/orbital stations.)
Ambiance & Immersion
  • When docking at a station, make the welcome and generic announcements more faction specific. This added a lot of character/life to X3 whereas in X4 it's generally a monosyllabic "welcome", making all stations feel alike and making it hard to tell what faction you're dealing with at times. Have us be welcomed in the name of the Kingdom of Boron, the High Priest, or the Chairman, etc. With how immersive X4 tries to make everything, this bit of character is sorely missing.
  • When upgrading a ship use the skybox of the current system and (if applicable) the ship docked to the current station. For extra effect, you could even have some of the little constructor drones hovering around it (like for stations under construction). This way, the ship equip/upgrade screens would be less monotonous and detached from the game, and lend themselves to a more credible 'ship being worked on in hangar' scenario reminiscent of how Freelancer and others do it to great effect. More seamless experience in the early game, and visual variety in the late game.
  • Implement horizontal 'observation' corridor modules that act like the current horizontal connects, except you can take the lift to them and walk their length/look out the windows (similar to the venture module).This way you can design your stations with interesting views and observation platforms to hang out in. More connected walkways across modules in general would also be a good idea. Right now you can connect several docks if they're next to each other, but other than that there's no way to build a station that feels less fragmented.
  • Make the Terran dock traversable on foot
Misc
  • Fix capital ships being effectively disabled by their own drones, either by adding a manual toggle for repair drones (so they don't get in the way of travel engine or manoeuvring) or by tying repair drones more strictly to the capital ship gravity well, so they can't get left behind or collide with it.
  • On the same note, fix cargo drones when used for collecting containers. As it is, they're incredibly slow and launched at great distance, leading to most of the containers despawning before they ever get the chance to get there. They also like to get left behind, thereby disabling the ship they were launched from until they trek halfway through the universe at a positively agonising pace.
  • Make it possible to cancel boarding while pods are in flight - you can still get them stuck if the target manages to engage travel drive or otherwise escape, glitching out the universe/map (since they are considered in the frame of reference of the target which may be elsewhere entirely) and effectively permanently disabling the ship that launched them until the target is destroyed. Ideally if some pods already made contact instead of cancelling outright, start boarding with the marines on target and return pods still in flight.
  • Expand the scripting capabilities of the engine so you can dynamically make and break gate/accelerator/superhighway connections. Not only would this be great for modding or having something like the Hub, but it would also allow things like using the Terran accelerator models without breaking existing saves.

Karvat
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Re: Thread to collect Requests etc. for upcoming Patch 6.0

Post by Karvat » Fri, 27. Jan 23, 10:11

Why, in the world, should they ever waste time and resources to carry on that pointless terraforming feature, that at the highlight, only changes a couple of shaders in the background (among thousands of other things they can do to improve the end game in much more exciting ways)

linolafett
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Re: Thread to collect Requests etc. for upcoming Patch 6.0

Post by linolafett » Fri, 27. Jan 23, 10:50

dtpsprt wrote:
Fri, 27. Jan 23, 03:57
EDIT: And please PLEASE fix the textures of the Callisto because more than half of the times the intended body paint does not show, instead it's a dull gray like the "Origin Unknown", also any attempt from the player to change to the prefered player's colours results in the same dull grey and the same goes for more than 80 of the paintjobs!!! That's something everybody who starts the Hatikvah plot has to face!!!

If no one tells us, then we are not aware of such an issue.
A bug report at any beta over the last 4 years would have made me aware of the issue and i could have fixed it at that time.
If you did create a bugreport and i missed it, i am sorry for that - not intentional.

Anyways, this is fixed for the next beta.
01001100 01101001 01101110 01100101 01110011 00100000 01101111 01100110 00100000 01110100 01101001 01101101 01100101 01110011 00101110 00101110 00101110

My art stuff

dephekt_
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Re: Thread to collect Requests etc. for upcoming Patch 6.0

Post by dephekt_ » Fri, 27. Jan 23, 13:13

I'd like to see a tactical overlay that shows circles of distances from a given object. When attacking a station (or some other enemy) I am often trying to position my carrier just slightly out of radar range (e.g. around 50km) from the target while having my destroyers up near the target. This is generally to avoid my fighters trying to intercept things (like station drones or the station itself) and getting blapped by the station defenses, but still able to engage any drones or fighters that have gotten on top of my destroyers.

EVE Online has this thing called a tactical overlay which looks like this: https://wiki.eveuniversity.org/File:Tac ... ected.jpeg. Something like that would be a great thing to help with properly position my chess pieces on the board. It's not realistic to think we have the ability to make these technological monsters of battleships and carriers (and teleportation) but we have no technology to tell me how far one ship is from another other on a tactical map.

Same issue goes with positioning things like destroyers at max gun range. Right now you have to use addons like e.g. KUDA AI tweaks to get your destroyers to move into a sensible engagement position or you have to micromanage them forward one step at a time while watching them until their turrets begin firing to really know how far away they are. Or you have to personally fly there to get the distance then order your ships to you. There's no reason it needs to be this painful.

The best solution I have for this right now is dropping a satellite where I know the diameter and radius and then "eyeballing" the positioning of my fleet based on that and hoping for the best.

|K.O.S.H.
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Re: Thread to collect Requests etc. for upcoming Patch 6.0

Post by |K.O.S.H. » Fri, 27. Jan 23, 14:53

Pleas add static ui elemts for the selected targets distance and speed (like in x3).
Atm the data is displayed at the moving bounding box and often impossible to find/read.

Like here (20 and 21):
https://steamuserimages-a.akamaihd.net/ ... FCED0932C/
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Re: Thread to collect Requests etc. for upcoming Patch 6.0

Post by chew-ie » Fri, 27. Jan 23, 15:57

Oh looky here, yet another feature request thread :D

---

I'd like to have
  • improvements for the cinematic view ("X universe news")
  • shield / weapon information in third-person (I'm mostly playing this way and flying "blind" so to speak)
    • could even live with a minimized / barebone version of the HUD (only shield and hull strength in %, dots in white / red showing weapon status)

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Re: Thread to collect Requests etc. for upcoming Patch 6.0

Post by GCU Grey Area » Fri, 27. Jan 23, 16:29

dephekt_ wrote:
Fri, 27. Jan 23, 13:13
When attacking a station (or some other enemy) I am often trying to position my carrier just slightly out of radar range (e.g. around 50km) from the target while having my destroyers up near the target. This is generally to avoid my fighters trying to intercept things (like station drones or the station itself) and getting blapped by the station defenses, but still able to engage any drones or fighters that have gotten on top of my destroyers.

The best solution I have for this right now is dropping a satellite where I know the diameter and radius and then "eyeballing" the positioning of my fleet based on that and hoping for the best.
I often use the Protect Position indicator on my carriers to judge distances. When setting up my fleet for station demolition I briefly expand the radius of the carrier's Protect Position zone to 40km & drag the zone to an appropriate position. Find it fairly easy to estimate where it should go by leaving a ¼ radius (i.e. ~10km) gap between the edge of the zone & the station. Then I shift-select all of the destroyers in the fleet & give them a fly & wait order near the edge of the zone at the closest point to the station, followed by the attack order. As a final step I then drag the fly & wait orders into a neat firing line. Once the fleet's orders have been setup I then trim the carrier's Protect Position zone down to something more manageable (usually 5km during station demolition) so it won't wander around too much.

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Re: Thread to collect Requests etc. for upcoming Patch 6.0

Post by dephekt_ » Fri, 27. Jan 23, 16:40

Yeah that works too, but my main point was these gymnastics are absurd, especially when managing a fleet to attack a station in vanilla is already a totally asinine process. Something (several things actually) should be done to make this all less painful and clicky.

I'm hoping the AI improvements that have been mentioned help with this a little, but if it's mostly limited to being able to target subsystems of a station without the added "step towards/withdraw" functionality that we have in the KUDA AI mod, it's not going to be a big enough help to be able to play vanilla without still tearing out what little remaining hair I have. I shouldn't have to micromanage the destroyer's range with waypoints and take measurements with the protect position sphere. I should be able to tell a 5 star pilot to attack that station and know that they will attempt to stay within their gun max range and outside of the hostile turret range on their own.

That behavior is exactly what I get from the KUDA mod already. I can have an Asgard with 5 subordinate Syns and if I command the Asgard to attack a station, the Asgard and the Syns take the attack order, determine good initial engagement positions at an intelligent range (usually with all of them in a line or semi-circle/arc relative to the station) and they fly to those positions and then slowly move towards the station until they're in firing range, then they fire. If there's no station modules in range, they reposition (sometimes idiotically, but that part I can handle by loosely monitoring the situation -- otherwise I occasionally lose a Syn to stupidity which I'm OK with as a penalty for my not microing the situation harder) until they have something to fire at.

That (IMHO) is the expected behavior and what vanilla should be doing out of the box. Having to have a mod for that and then disqualifying myself from any future multiplayer and also support if I run into bugs is very frustrating.

Totally separate complaint unrelated to this. The satellites. Having to use something like Sector Satellites in order to not have the late game have soul crushing FPS problems is horrible. Same goes for having to spam satellites all over the place. It's an unnecessarily painful and needless process that doesn't really add anything interesting to the gameplay. You have to spam satellites all over to do trade (or you have to farm up +20 with everyone and pay for a trade subscription) but doing that causes too much crap to be tracked and your FPS dies in a fire over time. There should be satellites that activate trade updates but don't actively reveal the map. The satellites should have a much larger range (I would even argue you should only need one per sector to get trade updates for the stations you've discovered).

And then repeating what I've seen mentioned elsewhere because its important. The parts needed for equipment mods. They do not drop enough. I've completely cleared out I think 6 Xenon matrix systems plus many non-matrix systems that were fully Xenon controlled. Wiped out hundreds of Ks, thousands of Xenon fighters, tens of thousands of drones, etc. And picking up all those drops, the good stuff you need for exceptional mods are still mostly non-existent. I've been told that these were found MUCH more often when we had ventures still but I wasn't playing yet, so I don't know for sure. If we're not going to see them again any time soon then the drop rate for mod parts needs to be increased a lot in vanilla or the RNG around rolls should go away. Otherwise just remove the modding feature entirely.

Themroc
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Re: Thread to collect Requests etc. for upcoming Patch 6.0

Post by Themroc » Fri, 27. Jan 23, 18:43

I would like a Cockpit overhaul as it was given in XRebirth

State of the art is a the moment one Design for ALL ship´s
Even if you are a Trader or a Fighter or an Supporter

At it best with more specialized funktion for each class

greetings T.

...and I know that in XRebirth it was explain as an virtual image screen

CBJ
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EGOSOFT
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Re: Thread to collect Requests etc. for upcoming Patch 6.0

Post by CBJ » Fri, 27. Jan 23, 19:05

I just need to comment here, to prevent disappointment down the line. The core feature list for 6.00 is already pretty well established and, while there is some room for smaller additions and "quality of life" improvements, in general, feedback is best directed towards the features that are already listed in the changelog.

I should also point out that some people's idea of what constitutes a "small" change is... shall we say, interesting. Redesigning the entire UI or reworking whole race fleets of ships, for example, are things that are certainly not going to happen for 6.00. Again, by all means discuss your wilder ideas for things you'd like to see in the more distant future of the X series, but if you are creating a specifically thread for requests for 6.00 then it would be more realistic to stick to proposing smaller changes. :)

Themroc
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Re: Thread to collect Requests etc. for upcoming Patch 6.0

Post by Themroc » Fri, 27. Jan 23, 19:28

Yes ... I have to apologize that wasn´t the right Place/Thread or time for my concept

I keept in Mind and come back later :)

edit: mistype
Last edited by Themroc on Fri, 27. Jan 23, 20:00, edited 1 time in total.

Falcrack
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Re: Thread to collect Requests etc. for upcoming Patch 6.0

Post by Falcrack » Fri, 27. Jan 23, 19:50

I want to be able to manually set maximum and minimum credit thresholds for my stations.

-If the station account drops below the minimum threshold, funds are automatically withdrawn from the player account, if available, to maintain the minimum level.
-If the station account goes above the maximum threshold, funds are automatically withdrawn from the station account to the player account, to maintain the maximum level.

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Hero77
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Re: Thread to collect Requests etc. for upcoming Patch 6.0

Post by Hero77 » Fri, 27. Jan 23, 20:01

Ability to customize the cockpit hud, specifically the ability to hide the UI indicators for weapon groups.
i7-5960X @4Ghz 8 Cores, RTX 2080 Founders Edition, 64GB DDR4 RAM

adeine
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Re: Thread to collect Requests etc. for upcoming Patch 6.0

Post by adeine » Fri, 27. Jan 23, 21:45

CBJ wrote:
Fri, 27. Jan 23, 19:05
I just need to comment here, to prevent disappointment down the line. The core feature list for 6.00 is already pretty well established and, while there is some room for smaller additions and "quality of life" improvements, in general, feedback is best directed towards the features that are already listed in the changelog.

I should also point out that some people's idea of what constitutes a "small" change is... shall we say, interesting. Redesigning the entire UI or reworking whole race fleets of ships, for example, are things that are certainly not going to happen for 6.00. Again, by all means discuss your wilder ideas for things you'd like to see in the more distant future of the X series, but if you are creating a specifically thread for requests for 6.00 then it would be more realistic to stick to proposing smaller changes. :)
I don't think anyone is under the impression that a lot of these suggestions are small, or that pretty much any of the larger ones will make it into 6.0 at release. A lot of them are evergreen and come up periodically as a new version of the game approaches (and a lot of 'wild' ones as you put it did end up being implemented along the way!). These threads are really more of a barometer in terms of where the game is at, what the community thinks would be a good direction for the game to take and where priorities lie.

And hey, most people did not expect 6.0 to be as ambitious as it appears to be, or how far down the road the release may end up being given the major engine rework going on. :wink:

magitsu
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Re: Thread to collect Requests etc. for upcoming Patch 6.0

Post by magitsu » Fri, 27. Jan 23, 22:19

Enthusiastic players seem to get carried away easily.
For example the thread opener has multiple requests which include many which would require very much work for little gain.

Consider this:
How much work (design, testing, fixing) one story mission would take compared to the times it would actually get played by the same person.
Then contrast it to making a repeatable mission mechanism, which would ideally be played hundreds of times.
Even if the former are needed to sell dlcs, investing in the latter could provide far more lasting rewards.

Filter out the ideas representing busywork, seek significant impact with your suggestions. Best value for 6.0 in mind might come from extending the new features like the Livestream with small ideas that could make them more entertaining or useful.
Last edited by magitsu on Fri, 27. Jan 23, 22:28, edited 2 times in total.

xiltrin
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Re: Thread to collect Requests etc. for upcoming Patch 6.0

Post by xiltrin » Fri, 27. Jan 23, 22:24

Add the ability to assign trade ships to carriers like the auxiliary to allow the carrier to resupply more than a few torpedoes before running out of wares.
OR have the Auxiliary ship restock the carriers cargo.

Falcrack
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Re: Thread to collect Requests etc. for upcoming Patch 6.0

Post by Falcrack » Fri, 27. Jan 23, 22:30

I would like to see a significant increase in cargo capacity for the XL auxilliary ships. At least 100,000 m3 cargo space, preferably up to 200,000 m3. They cost twice the amount of L freighters (which have 30,000 - 50,000 m3), and need the extra cargo space to hold all the supplies necessary to replenish a carrier group.

I would also increase the amount of cargo space in L freighters.

dephekt_
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Re: Thread to collect Requests etc. for upcoming Patch 6.0

Post by dephekt_ » Sat, 28. Jan 23, 01:21

xiltrin wrote:
Fri, 27. Jan 23, 22:24
Add the ability to assign trade ships to carriers like the auxiliary to allow the carrier to resupply more than a few torpedoes before running out of wares.
OR have the Auxiliary ship restock the carriers cargo.
This is great feedback. I just ran into this frustration the other day. I kept seeing people talking about fighter bombers, so I built 20 Chimeras with 4 torpedo launchers (and a long range weapon to trick them into not suiciding into everything at point-blank range). It's not possible for my Raptor to actually refill more than a few volleys from those guys. I found myself manually ordering trade ships to refill it with missile components because it doesn't have a notion of trade orders like aux do. You tell it to get supplies and it literally drops what its doing and flies around the galaxy personally looking for trades, I was really surprised by that.

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