Suggestion to cap out miner performance at a lower skill level.

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dtpsprt
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Re: Suggestion to cap out miner performance at a lower skill level.

Post by dtpsprt » Sun, 19. Mar 23, 23:33

Imperial Good wrote:
Sun, 19. Mar 23, 23:19
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Late game you build miners in orders of 10-20 Ls, or 40+ Ms. Buying the seminars for such miners takes a huge amount of time, especially since the 1 star seminars do not even have 100% spawn chance at shops. So much time is taken that you can end up in a situation where for hours all you do is farm seminars and give them to pilots because by the time you are done with those 20 L ships, your next order of 20 L ships is already waiting for seminars.

Late game the player really should not be having to do this in such a tedious way. Ideally they should pay lots of money and crew training and assignment just happens automagically in the background, similar to assigning trade or mining ships as subordinates.

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When (if) a player reaches that level, then Terraforming is (most probably) on the way so they can have "classes" of pilots making the Seminars obsolete, Marines too. It comes down to planning. One should not make a "cache" of Pilots/Marines "just in case" because everybody with a modicum of commen sense know that they'll not be needed, not at that point...

The "counter case" to this is that the player should (and is) not "oblidged" to go into Terraforming, to which I agree but then the Piloting skills should not have that cap they do now, just make the Shipyards unable to put captains on their newly produced ships with 1/3 to 2/3 stars (as it should have been done instead of "nerfing" the pilot progress). Another good thing to happen would be for Miner Captains to be progressing not according to "profitable" runs to give them chances at RNG promotion, because there is no price for mining resources but after their Vessel is "payed off" (individually for every captain, regardless of how many times the ship itself has payed it's price off) they should progress with the RNG coming into play in number of full cargo runs.

Imperial Good
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Re: Suggestion to cap out miner performance at a lower skill level.

Post by Imperial Good » Sun, 19. Mar 23, 23:48

dtpsprt wrote:
Sun, 19. Mar 23, 23:33
When (if) a player reaches that level, then Terraforming is (most probably) on the way so they can have "classes" of pilots making the Seminars obsolete, Marines too. It comes down to planning. One should not make a "cache" of Pilots/Marines "just in case" because everybody with a modicum of commen sense know that they'll not be needed, not at that point...
This still requires a lot of micro management. ~1 minute per ship and loads of minutes to manage the training. At this stage you might as well throw ship mods on your miners as well, since you spent all those minutes getting the crew there and renaming them anyway.

gorgofdoom
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Re: Suggestion to cap out miner performance at a lower skill level.

Post by gorgofdoom » Fri, 24. Mar 23, 07:48

I had a couple dozen 4.5 star mining crews on alligators before i was able to complete my first school. Granted, it was about three real life days into the game, but still not impossible to get above 3 stars as some claim.

a couple things:

Faster mining ships level up to a higher skill sooner, and apparently have a higher morale average. I keep saying it, but speed is king for a bunch of reasons.

L mining ships are pretty much guaranteed to get involved in plenty of combat against kha'ak where they're very likely to succeed. They are not limited to mining skill parameters unless you choose to remove the kha'ak or prevent them from fighting in some other way.

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