@Egosoft: can we talk about the NPC weapon loadout mechanic?

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Max Bain
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Re: @Egosoft: can we talk about the NPC weapon loadout mechanic?

Post by Max Bain »

ledhead900 wrote: Fri, 14. Feb 20, 13:39
Max Bain wrote: Fri, 14. Feb 20, 13:33
CBJ wrote: Fri, 14. Feb 20, 09:53 And as I already said...
But as a player I must ask myself why ships have so many turrets slots if they can not (or will never) use all of them but only around 70%.
As said I checked about 20 different kind of military ships and none of them used all slots. On the same side you say that you want to use the price as the priority value to select what turrets you pick because you fear that the shipsfly with cheap weapons, but on the same time you have no problem that ships never use their theoretical full potention. Not even close to that.
Sorry when I post again on this but it feels as a design issue for me and the bad part on this is that I can not even mod it to corret it :(.Escpecially if we have problems like ships losing turrets too fast in OOS combat...
Yeah but as far as CBJ said it is intended to be this way.. all you can do is ask nicely and maybe eventually they make something optional that does just that.
if it bothers you a lot just go on discord state what you would like and I am sure a modder will adjust it for you and send you a mod. I cannot even speak on vanilla combat really as I use VRO 2.0 for Beta 5 H1, This does away with the MK type weps in first place and makes each wep 100% unique in it's own right and changes all the ship mounting and makes M turrets not destroyable along with many many balance changes such as ships which used to be able to have Medum weapons not anymore things like this are now per ship every ship has some kind of reason to exist instead of just wep counts, like some of the S ships have one slot for Heavy Wep and 2-3 light weapons you can only fit a Heavy in that one slot or Med etc etc which makes loadouts quite different.
I hope I am talking nicely. I know that writing is different than talking, but I dont mean it angry or so.

I am very active in discord and I already have talked to many modders about this and it is not possible to change and the modders have the same problem as I have. Thats what I wanted to say in the first post. Also even if something is intended by design, it does not mean that it can not be changed or at least discussed. Maybe when designing something you dont knoe the exact consequences later in the game or you notice some problems/side effects or player dont like something etc.
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Misunderstood Wookie
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Re: @Egosoft: can we talk about the NPC weapon loadout mechanic?

Post by Misunderstood Wookie »

Maybe then as you said before later say after SPLIT DLC and the Beta is stable etc they when some downtime exists as right now they are really quite busy with vanilla they might address this for modders but that is probably the best one can hope for.
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Sandalpocalypse
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Re: @Egosoft: can we talk about the NPC weapon loadout mechanic?

Post by Sandalpocalypse »

For myself, I find it bothers me that the weapons are picked based on monetary value with some RNG. I feel that disrespects the idea that weapons have different roles and purposes. I use no mods at the moment, but the one thing in the game that aggravates me towards doing so more every time I encounter it is missile launcher turrets, missile launcher turrets everywhere...


i feel like there is also an opportunity to give factions more personality this way, for example:

Argon Navy Behemoth Loadout:

Medium Turrets: Anti-Capital Weapons
Large Turrets: Anti-Fighter Weapons

So an Argon Navy L would have lots of smaller guns (likely plasma) iring at other capitals, while its large turrets create walls of Flak Artillery. Sort of BSG style! They'd vary occasionally with the weapons they use to accomplish their roles - but the same basic doctrine pattern would persist.

Antigone Republic Behemoth Loadout:

Medium Turrets: Basic Pulse
Large Turrets: WIldcard

Antigone would stick to a basic loadout of just pulses on its medium turrets, reflecting a doctrine originally reliant on armed freighters. The large turrets would be completely random according to the Captain's whim though, resulting in significant variation between every fielded L.


Obviously these are just examples. But I think this sort of personality expression is important and helpful. Xenon certainly have a personality expression with their arrays of huge turrets; why not Commonwealth races?
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tomchk
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Re: @Egosoft: can we talk about the NPC weapon loadout mechanic?

Post by tomchk »

I like that "personality expression" idea! It would be cool to see far more turret slots filled and filled consistently based on faction, etc.
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