Xenon Hardware: Station Modules

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Should the player be able to obtain schemes for Xenon station modules?

Yes, of course.
49
56%
No, please don't.
14
16%
Leave it to modders.
20
23%
Who cares?
5
6%
 
Total votes: 88

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Crimsonraziel
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Post by Crimsonraziel »

ezra-r wrote:We don't want Rebirth, we want a real game.
I don't think you are entitled to speak for anybody but yourself.
ezra-r wrote:I disagree completely.

Although what I described was merely an example, not a perfect design of how they should be (Egosoft does not pay me to think for them), the reason I meant this and the Xenon being better and tougher to get is to have interesting endgame goals, this possibly being one of them.

Xenon are about the most "alien" "particular" "different" race Egosoft has, so unless they plan to add another misterious race with something cool to get from them, they may probably end up like in Rebirth, mere terrorists like pirates which just roam and kill everything on their way = not fun.
And what's your Point? Getting their station module schemes won't make them more "fun". Xenon would be still mere terrorists. Actually building Xenon modules yourself makes Xenon less mysterious, less alien and less different.
I'm totally pro Xenon module schemes and making them harder to get as I already stated in the opening post. But making them superior only makes commonwealth modules obsolete once you aquiered the xenon counterparts. It subtracts more than it adds.
ezra-r wrote: There must be particular far away goals one the game must have to make sandbox interesting. Sandbox with no direction in particular is not really fun. Different race modules with different buffs well designed for player needs, and some of them hard to get would add lots of playability to a sandbox game, players like choices, meaningful if possible.

Of course if you design this idea correctly, factories would end up with mixed race modules, depending on the player needs and what the player has managed to achieve, with high level players ending up with some factories with the best of the best, if they can achieve it.
So let's say I've got a Teladi module ("+ 5% output") for an intermediate product and a Split module ("-5% manufacture speed") for the final product (just to stick to your examples).
And let's say input, output and cycle time (unlike previous X games) are not connected, which means a reduced cycle time does not reduce the output and the requiered amount of resources per timeframe.
To make this more clear, in X3 the amount of crystals produced by a large crystal fab per hour remained the same across all races and the energy cells per hour that are necessary to produce the recources too. 5% more output would also mean 5% more input and 5% increased cycle time. If we keep this, all those buffs are pointless.
So we assume this wont be the case this time.

The Teladi module for the intermediate product produces X + 5% (or 1.05X) per cycle, so after 20 cycles your station produced the amount of 21 cycles without that buff.
The Split factory module for the final product needs only 95% cycle time, which leads to more finished cycle within in the 20 cycles of the Teladi module and therefore increased resources per timeframe. Do math, 20/0.95 is around 21.0526 cycles.
Math again, the produced amount is the equivalent of 21 cycles, the necessary amount is the equivalent of 21.0526 cycles, which means you're short of resources for the final product. Or with other words, every 21 cycles your Split module is lacking resources for 5.26% of a cycle.

Solutions:
  • ignore it (so much for "meaningful" choices)
  • only use Split modules (single race stations as mentiones before)
  • egosoft makes input and output depend on cycle time (which I ruled out above)
  • egosoft carefully calculates the buffs so it all cancels out (which ultimately ends up being the same as the previous option)
This either makes it more complicated but adds nothing to complexity or limits my options or (best case) won't change anything (in this case why implement it in the first place?).

That being said, I'm not opposed to making modules more than just visually different. For example you could make them different in their capacities/volumes (Teladi crystal fab modules could resemble large crystal fabs from X3 while the Split ones resemble medium crystal fabs, keeping the 5/2 ratio)
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Rei Ayanami
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Post by Rei Ayanami »

Crimsonraziel wrote: Solutions:
  • ignore it (so much for "meaningful" choices)
  • only use Split modules (single race stations as mentiones before)
  • egosoft makes input and output depend on cycle time (which I ruled out above)
  • egosoft carefully calculates the buffs so it all cancels out (which ultimately ends up being the same as the previous option)
This either makes it more complicated but adds nothing to complexity or limits my options or (best case) won't change anything (in this case why implement it in the first place?).
There are other solutions, like adding bonuses other than pure ware productivity or efficiency.

For example:
-Split modules get the most weapons or even unique weapons to defend the station, so using these modules would be best in sectors where enemies are likely to roam around, but they are not as effective in terms of item production
-Teladi modules get really good production bonuses when it comes to squeezing the most products out of invested ressources, but are sub-par when it comes to weapons and hull. So these are best if you're building in a safe area.
-Boron modules are the only ones having defensive shields, so they are extra durable and shields mean that you won't have to pay for repairs, aswell as communication jamming devices which makes the use of missiles near stations with boron modules useless.
-Argon modules have extra sensors and antennae which increase the "fog of war" radius of all ships in the zone, improve allied npc skill rating near the station (since in-character they can take advantage of the sensors/antennae they'll get a boost in combat capabilities, engineering capabilities, etc) and add lines on the map which show which military vessel is targeting what target. This would be a good module for players who like strategic play, a larger fog of war sight radius and npcs to behave more smartly.
-Paranid/Xenon/Khaak/Terran modules : not sure, but you get the idea that there are all kinds of features that modules could provide, other than just pure production stuff.
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Crimsonraziel
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Post by Crimsonraziel »

Rei Ayanami wrote:
Crimsonraziel wrote: Solutions:
  • ignore it (so much for "meaningful" choices)
  • only use Split modules (single race stations as mentiones before)
  • egosoft makes input and output depend on cycle time (which I ruled out above)
  • egosoft carefully calculates the buffs so it all cancels out (which ultimately ends up being the same as the previous option)
This either makes it more complicated but adds nothing to complexity or limits my options or (best case) won't change anything (in this case why implement it in the first place?).
There are other solutions, like adding bonuses other than pure ware productivity or efficiency.

For example:
-Split modules get the most weapons or even unique weapons to defend the station, so using these modules would be best in sectors where enemies are likely to roam around, but they are not as effective in terms of item production
-Teladi modules get really good production bonuses when it comes to squeezing the most products out of invested ressources, but are sub-par when it comes to weapons and hull. So these are best if you're building in a safe area.
-Boron modules are the only ones having defensive shields, so they are extra durable and shields mean that you won't have to pay for repairs, aswell as communication jamming devices which makes the use of missiles near stations with boron modules useless.
-Argon modules have extra sensors and antennae which increase the "fog of war" radius of all ships in the zone, improve allied npc skill rating near the station (since in-character they can take advantage of the sensors/antennae they'll get a boost in combat capabilities, engineering capabilities, etc) and add lines on the map which show which military vessel is targeting what target. This would be a good module for players who like strategic play, a larger fog of war sight radius and npcs to behave more smartly.
-Paranid/Xenon/Khaak/Terran modules : not sure, but you get the idea that there are all kinds of features that modules could provide, other than just pure production stuff.
You took it out of context. The quoted solutions addressed particularly those buffs mentioned before and the hiccup they would cause.

Your suggestions could actually work and add something to the game.
As said before, I like the idea of "making modules more than just visually different" (to quote myself).
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Seanchaidh
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Post by Seanchaidh »

I have to wonder how much Xenon modules would be producing in competition with commonwealth designs; ore, silicon, ice processing perhaps, and energy and fuel, but other than that wouldn't it all be building up to a wholly separate economy of Xenon components for the replication and maintenance of Xenon hardware?

The idea of incorporating Xenon hardware into your own plans is an interesting one, but I don't think it should be a case of "this is just a better version of already existing modules". More "I'm going to make a fleet of Xenon vessels that, if mismanaged, might put the entire galaxy at risk".

I wouldn't object to integrating Xenon designs being potentially a REALLY BAD IDEA and having the incredible badness of that idea actually play out in game, with appropriately dire consequences for a heedless player (including pariah status with the rest of the Commonwealth for causing another rogue AI crisis).
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ezra-r
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Post by ezra-r »

Crimsonraziel wrote: ....That being said, I'm not opposed to making modules more than just visually different...
That was what I was trying to express all along. Thanks.
patient zero
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Post by patient zero »

I don't think Xenon stations should have employees. They should be fully automated and consume extra e-cells instead of processed foods.
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