3.0 - Boarding now broken?
Moderator: Moderators for English X Forum
-
- Posts: 206
- Joined: Tue, 20. Nov 07, 06:39
-
- Posts: 11170
- Joined: Thu, 27. Feb 03, 22:28
Hi ty-cho,
Cool. Well, they have my bug report and save to play with if they wish.
In the end I reloaded and tried again and got the exact same result. Ship became mine, but boarding would not end. It eventually "failed" lol.
Reloading again and continuing to destroy parts of MY ship allowed for a successful conclusion - though I was left with ONE Marine only at the end of it. I had 25 Veterans and about 16 Recruits when the ship actually became mine lol.
Still, not like I need the ship, it was just there asking to be taken
Scoob.
Cool. Well, they have my bug report and save to play with if they wish.
In the end I reloaded and tried again and got the exact same result. Ship became mine, but boarding would not end. It eventually "failed" lol.
Reloading again and continuing to destroy parts of MY ship allowed for a successful conclusion - though I was left with ONE Marine only at the end of it. I had 25 Veterans and about 16 Recruits when the ship actually became mine lol.
Still, not like I need the ship, it was just there asking to be taken

Scoob.
-
- Posts: 206
- Joined: Tue, 20. Nov 07, 06:39
I tried out the boarding options mod, and its been updated for 3.0, so when you start boarding, it tells you the ships BR value, and your attack strenght. I was supprized to see that a Titurel, with all but the drone bay gone and hp down to like 5%, had a BR of 45. My marine strenght with a 5/5/5 officer and 50 recruits?
25.25
After taking out the drone bay, the BR value was..... 12
Boarding at this point resulted in success, and all marines made it and about 15 leveled up to veteran. I'm not sure if the lack of losses was because of the low BR value or the mod, i'll have to experiment with this some more. But its nice to know what your attacking strength is vs their BR value, and seriously, drone bay, wayyyyy over inflates the BR value......
25.25
After taking out the drone bay, the BR value was..... 12
Boarding at this point resulted in success, and all marines made it and about 15 leveled up to veteran. I'm not sure if the lack of losses was because of the low BR value or the mod, i'll have to experiment with this some more. But its nice to know what your attacking strength is vs their BR value, and seriously, drone bay, wayyyyy over inflates the BR value......
-
- Posts: 11170
- Joined: Thu, 27. Feb 03, 22:28
-
- Posts: 478
- Joined: Sun, 25. May 14, 17:45
Exactly. That Boann harvester i tried to capture yesterday had only scoop drones, so i do not understand what does it have to do with boarding at all.Scoob wrote:Possibly not the drone bay its self, rather the drones it contains - which are of course destroyed when you take out the bay.
I have an image of Cargolifter drones charging my Marines down a narrow corridor as they attempt to board the ship lol.
Scoob.
Should the color of the toilet seat have any effect on the outcome of a boarding check?
They have to re-think this boarding entirely, this change just pisses me off.
-
- Posts: 5625
- Joined: Sat, 10. Nov 12, 17:55
-
- Posts: 28
- Joined: Wed, 6. Nov 13, 20:09
-
- XWiki Moderator
- Posts: 4473
- Joined: Wed, 28. Jan 09, 15:14
It's in the target's details, accessible through the map or however you want (select target then hotkey 'I' no longer seems to work). There's no comparison figure however, so you won't know what /your/ boarding strength is except by experimentationHigh5 wrote:Where can I see this BR number?

Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.
I know how to spell teladiuminumiumium, I just don't know when to stop!
Dom (Wiki Moderator)
DxDiag
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.
I know how to spell teladiuminumiumium, I just don't know when to stop!
Dom (Wiki Moderator)

-
- Posts: 28
- Joined: Wed, 6. Nov 13, 20:09
aaah i've figured it now... for the first titurel I had to lower BR to about 70 (I had 25 recruits, 22 vets, 3 elites) - 2 vets left
The second one I boarded with Recruits only. It was successful once BR was down to 25 or so (each time I tried I lowered it for 15)... but for that I had to take everything out, aswell as take the hull down to 25% - everyone survived, have about 30 vets now : D
If i recall correctly engineers do fix them back to 75% so it should still bring some nice profitss.
The second one I boarded with Recruits only. It was successful once BR was down to 25 or so (each time I tried I lowered it for 15)... but for that I had to take everything out, aswell as take the hull down to 25% - everyone survived, have about 30 vets now : D
If i recall correctly engineers do fix them back to 75% so it should still bring some nice profitss.
-
- Moderator (English)
- Posts: 8074
- Joined: Tue, 30. Mar 04, 12:28
The good news is that you're a bit out of dateHigh5 wrote: If i recall correctly engineers do fix them back to 75% so it should still bring some nice profitss.

Ships can now repair up to 90%, depending on the Engineering skill.CBJ wrote: • Improved engineer repair behaviour allowing higher-skilled engineers to repair to a higher level.
-
- Posts: 28
- Joined: Wed, 6. Nov 13, 20:09
-
- Posts: 50
- Joined: Wed, 26. Jul 06, 21:38
I’m with you! Boarding resistance is an odd way to handle this…Assailer wrote:Exactly. That Boann harvester i tried to capture yesterday had only scoop drones, so i do not understand what does it have to do with boarding at all.Scoob wrote:Possibly not the drone bay its self, rather the drones it contains - which are of course destroyed when you take out the bay.
I have an image of Cargolifter drones charging my Marines down a narrow corridor as they attempt to board the ship lol.
Scoob.
Should the color of the toilet seat have any effect on the outcome of a boarding check?
They have to re-think this boarding entirely, this change just pisses me off.
Initiating boarding was fine before (and realistic). If you didn’t take out turrets you lost boarding pods… if you took out the bottom turrets to create a blind spot, more pods reached the target (kinda)…
It would have been more realistic to include marine officers and troops on high value ships to fight through. Maybe some automated defense too but only on military/special ships.
Including turrets and drone bays in the BR defies logic (realism)… I can see making them more effective against the pods when launched… or adding defensive drones to transports, etc. Maybe only launching the defensive drones when boarding pods launch as incentive to hit the drone bay.
Also, only hiring rookie mercenaries is bizarre…
This needs a redo to hit the sweet spot.
P.S. 3.0 is great fun otherwise!
-
- XWiki Moderator
- Posts: 4473
- Joined: Wed, 28. Jan 09, 15:14
Hmmm....Aloid wrote:Initiating boarding was fine before (and realistic).
AgreedIf you didn’t take out turrets you lost boarding pods… if you took out the bottom turrets to create a blind spot, more pods reached the target (kinda)…
It would have been more realistic to include marine officers and troops on high value ships to fight through. Maybe some automated defense too but only on military/special ships.
Now that I do disagree with. It would be convenient to be able to hire vets or even elites, but the gameplay mechanic is that you're a non-military person who happens to need some military staff. You've no experience, friends or reputation with the military, so why would vets or elites hire on with you? You'll have to train up your grunts first..Also, only hiring rookie mercenaries is bizarre…
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.
I know how to spell teladiuminumiumium, I just don't know when to stop!
Dom (Wiki Moderator)
DxDiag
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.
I know how to spell teladiuminumiumium, I just don't know when to stop!
Dom (Wiki Moderator)

-
- Posts: 3266
- Joined: Tue, 2. Nov 10, 21:47
Just managed to capture a Titural.
I had to destroy everything on the outside of the ship, after that every 1% of Hull counted as a point of resistance, so I damaged it to about 20% Hull which came to 20 resistance points.
Threw a 5 Star Marine Officer at it with 47 rookies. took the ship, got 6 marines ranked up to Veteran status, but lost about 30 or so Marines.
They've changed the repair value so the Engineer fixed up to 78% of the Hull.
So it can be done, but it takes time and monitoring of the Hull percentage; kind of like when you had to keep an eye on the Shields that they didn't rise over a certain percentage in X3.
I had to destroy everything on the outside of the ship, after that every 1% of Hull counted as a point of resistance, so I damaged it to about 20% Hull which came to 20 resistance points.
Threw a 5 Star Marine Officer at it with 47 rookies. took the ship, got 6 marines ranked up to Veteran status, but lost about 30 or so Marines.
They've changed the repair value so the Engineer fixed up to 78% of the Hull.
So it can be done, but it takes time and monitoring of the Hull percentage; kind of like when you had to keep an eye on the Shields that they didn't rise over a certain percentage in X3.
Ragna-Tech.. Forging a Better Tomorrow!
My most annoying Bugs list 8.00 {Beta 1]
--------------------------------
- Escort Ship has bad pathfinding
- Embassy Diplomats give blueprints for free EXPLOIT
My most annoying Bugs list 8.00 {Beta 1]
--------------------------------
- Escort Ship has bad pathfinding
- Embassy Diplomats give blueprints for free EXPLOIT

-
- Posts: 1166
- Joined: Tue, 31. Jan 12, 00:58
Depends on the money you are offering, I bet a space billionaire with a chain of stations across the accessible galaxy could hire elite mercs. Have an option for the bootstrapers and an option for the rich. Just make them expensive 1 mill a pop or something.Snafu_X3 wrote:Hmmm....Aloid wrote:Initiating boarding was fine before (and realistic).AgreedIf you didn’t take out turrets you lost boarding pods… if you took out the bottom turrets to create a blind spot, more pods reached the target (kinda)…
It would have been more realistic to include marine officers and troops on high value ships to fight through. Maybe some automated defense too but only on military/special ships.
Now that I do disagree with. It would be convenient to be able to hire vets or even elites, but the gameplay mechanic is that you're a non-military person who happens to need some military staff. You've no experience, friends or reputation with the military, so why would vets or elites hire on with you? You'll have to train up your grunts first..Also, only hiring rookie mercenaries is bizarre…
-
- Posts: 334
- Joined: Sat, 3. May 14, 12:36
Not being able to buy veteran and elite marines at all is very irritating.
Not being able to sell veterans and elites to profit from your 'training' of them also feels like a missed opportunity.
As much as it might be better to make the boarding system more difficult, I find it's just been made incredibly tiresome at the moment - unless you're a pirate who regularly attacks traders, you need to pour lots of work into finding and attacking Titurels (which can just about be captured with a lot of work against external components) before you can think of moving to bigger targets.
If any other friendly ship comes across you boarding a hostile target (which you now need to severely weaken to successfully board), they'll destroy it. Friendly capitals will easily destroy them, but sometimes fighters too. Your own ships can easily do it when you don't want them to. Stations will always destroy them. Now that the difference between winning a boarding attempt and losing one is so thin, and it takes so much time to do, and any friendly fighter can ruin everything, it just feels like work rather than anything fun.
It's not much fun feeling you have to destroy every single component each time, lest you lose the good marines you absolutely have to keep to have a chance with proper capitals. The capital shield generators in particular are terrible - XenonSlayer said Egosoft wanted to make their shields fall properly with the capital's shields at least, a fix that can't come soon enough.
Without boarding it takes an even more dispiriting amount of time to make money, and I don't really want to cheat in more elite marines. Here's hoping they at least put incredibly expensive veterans on vendors, and let you sell elites at a good price.
Not being able to sell veterans and elites to profit from your 'training' of them also feels like a missed opportunity.
As much as it might be better to make the boarding system more difficult, I find it's just been made incredibly tiresome at the moment - unless you're a pirate who regularly attacks traders, you need to pour lots of work into finding and attacking Titurels (which can just about be captured with a lot of work against external components) before you can think of moving to bigger targets.
If any other friendly ship comes across you boarding a hostile target (which you now need to severely weaken to successfully board), they'll destroy it. Friendly capitals will easily destroy them, but sometimes fighters too. Your own ships can easily do it when you don't want them to. Stations will always destroy them. Now that the difference between winning a boarding attempt and losing one is so thin, and it takes so much time to do, and any friendly fighter can ruin everything, it just feels like work rather than anything fun.
It's not much fun feeling you have to destroy every single component each time, lest you lose the good marines you absolutely have to keep to have a chance with proper capitals. The capital shield generators in particular are terrible - XenonSlayer said Egosoft wanted to make their shields fall properly with the capital's shields at least, a fix that can't come soon enough.
Without boarding it takes an even more dispiriting amount of time to make money, and I don't really want to cheat in more elite marines. Here's hoping they at least put incredibly expensive veterans on vendors, and let you sell elites at a good price.
-
- Posts: 3766
- Joined: Mon, 1. Oct 07, 02:18
I agree that vets and elites should NOT have been removed!werewolves? wrote:Depends on the money you are offering, I bet a space billionaire with a chain of stations across the accessible galaxy could hire elite mercs. Have an option for the bootstrapers and an option for the rich. Just make them expensive 1 mill a pop or something.Snafu_X3 wrote:Hmmm....Aloid wrote:Initiating boarding was fine before (and realistic).AgreedIf you didn’t take out turrets you lost boarding pods… if you took out the bottom turrets to create a blind spot, more pods reached the target (kinda)…
It would have been more realistic to include marine officers and troops on high value ships to fight through. Maybe some automated defense too but only on military/special ships.
Now that I do disagree with. It would be convenient to be able to hire vets or even elites, but the gameplay mechanic is that you're a non-military person who happens to need some military staff. You've no experience, friends or reputation with the military, so why would vets or elites hire on with you? You'll have to train up your grunts first..Also, only hiring rookie mercenaries is bizarre…
There'll always be battles across the galaxy and a few survivors.
They were already quite expensive, already btw.
Editing posts since long before I remember.
-
- Posts: 334
- Joined: Sat, 3. May 14, 12:36
I like to hope they'll change boarding resistances by some multiplier depending on your difficulty - normal a bit easier than it is now, hard a bit harder, and easy far easier. For now even on normal things seem seriously expensive and difficult, and it drains the fun out of what was one of the better features added with Rebirth.
-
- Posts: 3266
- Joined: Tue, 2. Nov 10, 21:47
wwdragon wrote:I agree that vets and elites should NOT have been removed!werewolves? wrote:Snafu_X3 wrote:Hmmm....Aloid wrote:Initiating boarding was fine before (and realistic).AgreedIf you didn’t take out turrets you lost boarding pods… if you took out the bottom turrets to create a blind spot, more pods reached the target (kinda)…
It would have been more realistic to include marine officers and troops on high value ships to fight through. Maybe some automated defense too but only on military/special ships.
Now that I do disagree with. It would be convenient to be able to hire vets or even elites, but the gameplay mechanic is that you're a non-military person who happens to need some military staff. You've no experience, friends or reputation with the military, so why would vets or elites hire on with you? You'll have to train up your grunts first..Also, only hiring rookie mercenaries is bizarre…
Depends on the money you are offering, I bet a space billionaire with a chain of stations across the accessible galaxy could hire elite mercs. Have an option for the bootstrapers and an option for the rich. Just make them expensive 1 mill a pop or something.
There'll always be battles across the galaxy and a few survivors.
They were already quite expensive, already btw.
Better Idea is to make Elites and Vets from your rookies and be allowed to sell them for mega bucks to a recruitment officer.
Maybe make it harder to buy them from R.O's 80% Chance they have Vets for sale?
Ragna-Tech.. Forging a Better Tomorrow!
My most annoying Bugs list 8.00 {Beta 1]
--------------------------------
- Escort Ship has bad pathfinding
- Embassy Diplomats give blueprints for free EXPLOIT
My most annoying Bugs list 8.00 {Beta 1]
--------------------------------
- Escort Ship has bad pathfinding
- Embassy Diplomats give blueprints for free EXPLOIT

-
- Posts: 50
- Joined: Wed, 26. Jul 06, 21:38
Mercenaries of all qualities have existed throughout history… you should be able to buy any quality you can afford. It may be true that mercs would only hire on with reputable leaders, but I imagine that is the quality of the Marine Officer they hire on with?Snafu_X3 wrote:Hmmm....Aloid wrote:Initiating boarding was fine before (and realistic).AgreedIf you didn’t take out turrets you lost boarding pods… if you took out the bottom turrets to create a blind spot, more pods reached the target (kinda)…
It would have been more realistic to include marine officers and troops on high value ships to fight through. Maybe some automated defense too but only on military/special ships.
Now that I do disagree with. It would be convenient to be able to hire vets or even elites, but the gameplay mechanic is that you're a non-military person who happens to need some military staff. You've no experience, friends or reputation with the military, so why would vets or elites hire on with you? You'll have to train up your grunts first..Also, only hiring rookie mercenaries is bizarre…
Selling them for profit doesn’t make sense… you don’t own them per se, you only hired them.