Sparky Sparkycorp wrote:RAVEN.myst wrote:There's something in previous Xs and absent in Rebirth that, while used infrequently, is VERY important when needed: the ability to individually turn off specific production modules in a complex - I very much hope to see that returning in the next "numbered X"
Please could you elaborate on the use case? I can't that with my complexes in the past.
Happily

(as I sip on a strong coffee...)
To address situations where there is a temporary resource imbalance of some sort. Examples:
- [Narrow Example] In almost every X3(R/TC/AP) game I play, I start off with a complex consisting of two ore mines, using CAG and CLS2 to both buy and sell
both ECs and ore. I run it with both ore mines turned off at first, to avoid depleting ECs by production, until such time as I have enough trained pilots in freighters to be able to cope with the extra demand of ECs and surplus of ore. I then turn one of the mines back on, and once that is in equilibrium, I eventually turn on the other. In this particular example, it may seem more lucrative to just sell off the more valuable ore and not worry about the less-valuable ECs at this point, but pure profit alone is a myopic outlook: it is much more useful in the mid- to long-term to make sure the immediate area (say, for example, the region around Argon Prime) is adequately supplied with energy - it stimulates the economy, making desirable products such as guns, shields, and ammo more available, while also helping to better supply ore customers (thus also ensuring better ore profits.) Now while this particular example seems game-specific, the principle applies to any of the X games - sometimes one must focus on lower-tier necessities in order to help strengthen a local economy's foundation.
- In broader terms, if for whatever reason demand for products is uneven (there is high demand for one product of a multiproduct plex, but low demand for another) - say, complex construction is ahead of resource supply for some reason (such as logistic support not yet caught up, or an economic shortage of resources either not yet addressed, or a result of a temporary fluctuation) I may want to make sure production of something is prioritised by turning off other factories (an example of this would be a closed-loop complex, which I don't use anymore but many do in X3 - start off with everything turned off except for the SPP with crystals - once some ECs are available, turn on farms, then once there's enough agricultural produce for the food factories to function, turn those on and the silicon mines, then finally turn on the crystal fabs - progressive,
controlled powering-up of a complete prebuilt complex in stages, so that the system doesn't grind to a halt by higher-tier but not yet functioning factories claiming resources away from lower-tier factories.)
- Often happening in
Rebirth's economy but not unique to it: let's say you have a bit of a shortage of advanced energy cells, you may want to turn off PlasmaTech (especially since these often get oversupplied on the market, with long periods of low demand) in order to make sure the Fusion Core Fab is constantly operating and not getting starved out by the PlasmaTech (and perhaps even the Podkletnov Fab)
- Another
Rebirth example (granted, perhaps less relevant given the greater degree of control the player will have over the composition of complexes in X4) - the Med Dispensary inexplicably gets started with a Pharma Platform - the highest-tier module in its chain. OK, so one builds that first as there is no choice, then works backwards. However, the player may want to have the complex export narcotics (there may be good demand for those, for instance), but the Pharma Platform reserves the majority of narcotics production
even with TWO narco-labs in operation. Now, as mentioned, this specific sort of situation is less likely to come up given that the player will now once again get to choose which modules go in and presumably in what order, but analogous situations can (and will, even if only occasionally) come up.
- Also, in situations where a complex of several of the same factory aren't yet getting enough of the same resource to make the same product, some players (me included) certainly prefer to turn off a factory or two to make sure the rest are all working smoothly, rather than taking turns blinking on and off, and showing some sort of distress notification.
I wish I could remember more specifics, but the above likely cover most scenarios - I do however know that I have used the ability to turn off particular factories within a complex on many occasions, with a wide variety of complexes. It's not necessarily an everyday thing, but it does come up. Lastly, and simply on principle, the ability to shut down a particular factory (for whatever reason or justification) is simply an aspect that ought to be under the player's control - besides simply "on principle" (which for me is already a strong enough reason), it allows the player to adjust to expected or unexpected problems/situations/fluctuations.
In general, I think that selective disabling of stations may see the most use in the early game, when a player is operating with limited resources, and that it yields the most benefits at this time, allowing the player to direct how a plex develops, rather than being subject to waiting for a plex's stores to "fill up", perhaps sucking down large amounts of credits for a long time. That being said, and particularly in light of the more dynamic economy that ES are promising in X4, I see this usefulness not being limited solely to the early game, or even to the early stages of a complex's development - a major event, or even some change in NPC-owned stations, may change (either temporarily or permanently) the availability of resources and/or demand for products - the player needs to be able to tweak the balance and priorities of his/her complexes in response, before a more permanent fix of adding a new wing to the station can be effected.
My apologies if some of the points seem (or even are!) repetitive to some extent - I fear I got a bit convoluted there, given how interrelated so many economic aspects are.
Happy hunting!
EDIT:
Nikola515 wrote:I almost forgot about that feature.... People wore using it mostly to manipulate stock exchange and make a lots of money

I agree with you 100%.... I would always use it to build up my energy,food or ore before starting full production .
Well, while I never used it for SE manipulation (to be honest, haven't even thought how that might be done, as I abandoned the SE after my first couple of X3AP playthrough - I simply don't like it

hehehe), your other example is precisely in line with one of the scenarios I've outlined.