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Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Do they still repair your hull if you're in battle? Wouldn't it be a good idea to have them not do that, as they should be ready to board at a moments notice.
Putting the mop away at such a time would probalby annoy the player
As well as seeing boarding parties in French maid outfits
Putting the mop away at such a time would probalby annoy the player

As well as seeing boarding parties in French maid outfits

Station Freight Transporter
B-O'F: Enjoy whatever you are doing, if you decide to try real scripting one day..
B-O'F: Enjoy whatever you are doing, if you decide to try real scripting one day..
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well in pure combat balance terms, i dont think it makes much difference.. sure 10 marines would repair 2500 hull every 15sec, but considering that even a fighter weapon can damage the hull almost 2000 in just 1 or 2 shots, it would be neglible.
CPU: Intel i7 6300k RAM: 32gb GPU: nVidia 1070 6gb VRAM
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Hmmm, having highly skilled marines on board with hacking abilities the missile defence thing would almost be a given, it might not be a true hack, but for like an advanced missile defence using , posibly, Ion Disruptors in one turrte. It works well for me on manual, so with a marine at the controls it would be great.
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I played a couple hours with this script - its horrible... unbalancing 
Dont get me wrong here, I love it but it needs some serious tweaking.
At least increase the repair time a LOT.
Exact numbers will need some serious calculations, but the goal should be that 5 marines dont repair a M6 faster than the player could by himself. Something like that.
Paying an extra salary if a marine is repairing something is cool, too.
But in that case you need to add some command to initiate the repair, you cant just let them start automatically and steal away some credits.
Oh, and marines are not "cheap" - sure they only cost 20k a piece, but to be useful they need some serious training... and that makes them real expensive in the end.

Dont get me wrong here, I love it but it needs some serious tweaking.
At least increase the repair time a LOT.
Exact numbers will need some serious calculations, but the goal should be that 5 marines dont repair a M6 faster than the player could by himself. Something like that.
Paying an extra salary if a marine is repairing something is cool, too.
But in that case you need to add some command to initiate the repair, you cant just let them start automatically and steal away some credits.
Oh, and marines are not "cheap" - sure they only cost 20k a piece, but to be useful they need some serious training... and that makes them real expensive in the end.
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It's possible to pay a million credits or more to train a marine to top quality. And you will still lose marines on boarding ops.Which, btw, doesn't necessarily mean that I don't agree with you. I think the way marines are handled overall is broken. Why is it that marines are so cheap? It doesn't make any sense. Why are marines so willing to lay down their lives for you? What's to say that that you drop 50,000 credits on marines, and they simply turn on you and steal your 30,000,000 ship?
Irrational factors are clearly at work.
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I think its fine as it is, i dont see how that is unbalanced if FIVE marines cant repair as fast as the player can. I actually think 1 single marine should repair 100 pts per second, like the player.tatakau wrote:Well, right now as things are, 1 marine can repair 16.66 hull ever second. The player, with a repair laser, can repair 100 hull per second, I believe. So, five marines can repair 83.33 hull points per second, which is still less than the player can do solo.
I guess the difference is that the marines can repair at any time, while the player has to actually eject and can't repair via SETA.
Solutions:
1) Reduce the rate of repair.
2) Only allow repairs if the ship is not moving.
3) Only allow repairs if there are no enemy ships within ____ meters.
4) Leave things as they are.
/shrug... who knows?
~ Tatakau
I had no idea it was that low, why are people calling it overpowered? lol
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I think the repair rate needs to drop a tiny bit, and that marines should have to be ejected and actually use their suits repair lasers to repair the player, and the ship should have to come to a complete halt...
course in combat that would mean your marines could get friend, so sad *tear*...would be far more balanced, and it'd be kind of cool to see the marines firing lasers at me...
course in combat that would mean your marines could get friend, so sad *tear*...would be far more balanced, and it'd be kind of cool to see the marines firing lasers at me...
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Well, Grim, your assuming we could see them do it for one, and there are LOTS of repairs that can be done from inside, only the outer hull damage needs done from there, so keep the repairs at the current speed, still slower than the player can do himself, and stop repairs (marine repairs) at 75% the rest needs done outside, so this stops them from repairing unless we stop to have it done, there, a fix in no time, lol.
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Not totally disagreeing with you, but if it makes you feel better think about the marine prices in terms of the economy around it, for example:tatakau wrote:I've been wondering about balance...DeadlyShoe wrote:I like the concept but it needs balance.. maybe have them consume Teladianium (and/or Hull Plating) when repairing.
First off, one marine can repair 250 hull every 15 seconds. The player can repair 100 hull ever 1 second.
Second, the player does not need Teladianium to repair their own ship. Why does a marine need it?
On the flip side, one marine costs 15,000ish, and you own their soul for all of eternity? Seems a bit... cheap... If we REALLY wanted to balance the whole Marine thing out, we'd do three things: 1) increase the up-front cost of marines, 2) pay marines a salary, and 3) pay marines hazard pay every time we told them to board a ship. Needless to say... I think I'll leave that to the X-devs and/or other realism modders to handle.
Which, btw, doesn't necessarily mean that I don't agree with you. I think the way marines are handled overall is broken. Why is it that marines are so cheap? It doesn't make any sense. Why are marines so willing to lay down their lives for you? What's to say that that you drop 50,000 credits on marines, and they simply turn on you and steal your 30,000,000 ship?
... lol, now THAT would be a fun script. ^^
~ Tatakau
1 ton of Nvidium, one of the most precious/valuable substances in the X universe, comes in at 16,000c. Now think about what a real marine gets paid here on Earth, and compare that to the price of one ton of gold (not this is imperial ton, a metric tonne is heavier yet, I believe) at $23958979.00.
I'm pretty sure you could buy yourself an extremely well trained 'Marine's for life', willing to risk his life for yours on multiple occasions, at over $20,000,000, and gold should be no-where near as valuable as Nvidium!
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Why should they have to get out of the ship? We've established that repair lasers work...you can't use one while you're flying because you're flying, but marines don't have that problem?Grimm Spector wrote:I think the repair rate needs to drop a tiny bit, and that marines should have to be ejected and actually use their suits repair lasers to repair the player, and the ship should have to come to a complete halt...
course in combat that would mean your marines could get friend, so sad *tear*...would be far more balanced, and it'd be kind of cool to see the marines firing lasers at me...
Why would the laser be any less functional from inside rather than outside the ship?
Not downloaded yet, but this is a great script. I know because I had this idea myself the other night!
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One blast from the most commonly used weapon in the X universe, the HEPT, damage your hull WAY more than your marines ever could repair to make ANY DIFFERENCE IN COMBAT..
Here is my example;
1 single HEPT shot hits your ship: 1,500 hull dmg.
5 marines repair per sec: 83 hull dmg.
1 HEPT volley, if all shots hit for one minute: 424,500 hull dmg. (1,500 dmg at 283 rounds per minute)
5 marines repair rate per minute: 4,980 hull dmg.
As you can see, it makes absolutely no impact in real combat situations, since by simply dodging 1 shot, you "save" more hull than if your marines sat and repaired it.. In short, you "save" more damage by dodging hits, than your marines can repair.. And we all know that most shots miss in X3.
And that noone flies around with just 1 single HEPT mounted.. So the impact the marines repair rate have in combat is nothing.
Seriously, some people here really need to learn the facts
Here is my example;
1 single HEPT shot hits your ship: 1,500 hull dmg.
5 marines repair per sec: 83 hull dmg.
1 HEPT volley, if all shots hit for one minute: 424,500 hull dmg. (1,500 dmg at 283 rounds per minute)
5 marines repair rate per minute: 4,980 hull dmg.
As you can see, it makes absolutely no impact in real combat situations, since by simply dodging 1 shot, you "save" more hull than if your marines sat and repaired it.. In short, you "save" more damage by dodging hits, than your marines can repair.. And we all know that most shots miss in X3.
And that noone flies around with just 1 single HEPT mounted.. So the impact the marines repair rate have in combat is nothing.
Seriously, some people here really need to learn the facts

CPU: Intel i7 6300k RAM: 32gb GPU: nVidia 1070 6gb VRAM