Any plans to expand on the Production, Logistics and Economy side of the game?
Too little wares and station types in the market. Too little stuff goes around, too little gets used(i dunno how to explain it, i'm not a smart guy). In X3 for example, you used to have dedicated factories for each weapon type. Also ammo(i.e. missiles) were tradeable wares and resupp is a thing, in X Rebirth too. And etc etc...
I'm a dumb guy but when i saw the production flowcharts, i was TF, thats it?!!!???!
https://www.reddit.com/r/X4Foundations/ ... lowcharts/
Maybe more wares and stations?
Have some kinda resupp and perishables mechanics?
Missiles is one, fuel another, supplies for ships or a ship degradation mechanic?
I mean X4 is supposed to go beyond and outdo its predecessors right? Shouldn't you add more mechanics to the game. Its not making it complicated, just a little complex.
If a 7 year old can easily understand the flowchart then theres really something wrong with the game. Right now the whole thing feels dumbed down, i'm very sad.
We making a game for grown ass men, pretty sure its not for 7 yr olds?
Production, Logistics and Economy
Moderator: Moderators for English X Forum
-
- Posts: 95
- Joined: Sat, 14. May 05, 10:29
Re: Production, Logistics and Economy
If I recall correctly, it was a conscious desicion to reduce the amount of wares and "streamline" production chains. I assume this was done to make balancing for AI build priorities easier, maybe they thought it would make the game more accessible.
I agree with you, I wish the economy would be expanded upon, maybe with branching routes for more complex products. I kind of like the sreamlining of weapons and missiles with their abstract parts, but there should be 2-3 times as many intermediates. I also think hull parts should be distinct for S, M and L/XL ships. Fighter hulls should be different from carrier hulls, and not just more "layers" of the same material welded together. I mean, the alloys used for tanks and the alloys used for F1 cars have little in common, why would space ships use the same material composition. A lot of the ships obviously use glass and polymers, maybe those could be added as production chains.
As for the stagnant economy, this seems to happen because there is not enough fighting going on, and the war machine is the only real commodity sink in the game as of now. Ships in general use way too little wares to build, the gargo hold of a L transport could pretty much build another L transport. This might(?) be realistic, but I don't think it feels right.
I agree with you, I wish the economy would be expanded upon, maybe with branching routes for more complex products. I kind of like the sreamlining of weapons and missiles with their abstract parts, but there should be 2-3 times as many intermediates. I also think hull parts should be distinct for S, M and L/XL ships. Fighter hulls should be different from carrier hulls, and not just more "layers" of the same material welded together. I mean, the alloys used for tanks and the alloys used for F1 cars have little in common, why would space ships use the same material composition. A lot of the ships obviously use glass and polymers, maybe those could be added as production chains.
As for the stagnant economy, this seems to happen because there is not enough fighting going on, and the war machine is the only real commodity sink in the game as of now. Ships in general use way too little wares to build, the gargo hold of a L transport could pretty much build another L transport. This might(?) be realistic, but I don't think it feels right.
-
- Posts: 107
- Joined: Fri, 22. Apr 16, 21:25
Re: Production, Logistics and Economy
U dont think they shuld fix current economy first.... like my energy starve i described in other thread.
like all stations lack energy, but solar factories are full of them and the stations in need wont buy the needed energy cells even if you try to trade it manually.
like all stations lack energy, but solar factories are full of them and the stations in need wont buy the needed energy cells even if you try to trade it manually.
-
- Posts: 299
- Joined: Thu, 6. Dec 18, 13:17
Re: Production, Logistics and Economy
maybe it's not too bad, they also need to aquire new gamers. And If I try to imagine I would get stellaris with all the DLC's that prety much would be overkill.
So maybe those DLC's we might get are the things for veterans that bring a load more depth to the game but keep the base game simple for new players.
for economy sink, maybe we need oribtal stations, (since we cannot land on planets) that have a steady requirement of some wares acting as a sink for items that the station sends to supply a planet.
So maybe those DLC's we might get are the things for veterans that bring a load more depth to the game but keep the base game simple for new players.
for economy sink, maybe we need oribtal stations, (since we cannot land on planets) that have a steady requirement of some wares acting as a sink for items that the station sends to supply a planet.
-
- Posts: 125
- Joined: Tue, 15. Dec 09, 15:44
Re: Production, Logistics and Economy
Reposting my idea that I think solves a lot of issues in one go:Grimmrog wrote: ↑Fri, 7. Dec 18, 12:05 maybe it's not too bad, they also need to aquire new gamers. And If I try to imagine I would get stellaris with all the DLC's that prety much would be overkill.
So maybe those DLC's we might get are the things for veterans that bring a load more depth to the game but keep the base game simple for new players.
for economy sink, maybe we need oribtal stations, (since we cannot land on planets) that have a steady requirement of some wares acting as a sink for items that the station sends to supply a planet.
You could also have civillian stations as sinks - you already have a worker system that sinks food and medicine - the civilian stations could work as population centers and take all the final (or semi-final wares - whatever makes missile parts - as those dont really make sense as consumer items) and use them up - for their consumer needs
They could provide some other benefits for the resources they consume (for example tax income to the player? Manpower for factions?), a sensible build station mission target (with a choice to either keep em for tax or sell em for chunk change. Also a nice place to train and recruit crew? You could have buildable modules: business schools, engineering schools, naval academies, bootcamps for marines, etc