That's Not Security
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That's Not Security
[" ok when I play either one of the games one of my biggest things is that when I get to certain point is: SECURITY. For it is plain to see that in X3FL the battlegroups and escorts are even more pre-sent but as the player who is fueling a-long the faction that the player chooses to side with it still feels as if the player is not really welcome and with this being said the player should not have to wait for a M2 to come steaming a-cross the sector to negotiate with Xenon or other enemies who just seem to spawn out of nowhere at, well, in this situation would be at the Neptune jump-gate. While some players may not have no problem with this because some players know how to be proactive in-stead of being REACTIVE this will not mean that the player would just leave battlegroups in a sector that the player knows has been frequented by enemies only to have the battlegroup being depleted and damaged by enemies which is not so wise and in this chapter because the cost to operate things is so expensive and in this chapter, X3 Farnham's Legacy, the enemies are either jumping back in-to the sector the player comes back to or comes in looking for the player after the player has gone back to the faction the player has chose to side with this also includes Xenon who seem to come in after the player has also went back to the factions' occupying space. Oh yeah the player could have four M7s one M2 and some M6s but that battle group needs to move with the utmost speed when needed SUCH AS point to point jump, which is what the player has to encounter with the rapid response using point to point jumping. Such as not gate to gate or gate or point to beacon but point to point JUMP. So now with all this being brought to the forefront yes the player may know the player can have the battlegroup assigned to a WING and have the wing jump to a gate but when this is done IN-SECTOR one can see that the battlegroup wing will not jump in all at once to save on collision or if it is done out of sector then one can see that it will not be the same as IN-SECTOR... So why would the player wait when there are other ways to mitigate? Why would the player commit expensive destroyers and corvettes only to have the aforementioned destroyed and damaged? This may push the trade rank up when replacing those destroyed ships or repairing damaged ships or perhaps maybe the player has the resources up and running to replace. However in this chapter the player may not be in such good favor with everyone so the player really has to maximize who the player chooses to side with and waiting for the factions' slow moving BG or even worse not there at all or NOT using the point to point jump, as in jumping in to assist the player then player has to make sure that the player does not have enemies disrupting trade which is what is being done in a general sense. So if the player is in the sector and the player bumps the laser tower then there should not be a penalty for that and this should work both ways so when NPCs bump YOUR SECURITY... Very very in the most extreme sense very defeatist. Think a-bout it"]
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Re: That's Not Security
Can you please format the text? Separate in to paragraphs. Its very difficult to read. 

X fanatic. More of an X3 fanatic.
What about X4? Nah, I prefer a space simulator rather than a walking simulator.
What about X4? Nah, I prefer a space simulator rather than a walking simulator.
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Re: That's Not Security
Wow! I think you win my award for longest run on sentence I've ever seen. Voice to text?
So, to sum up what you're saying: sector security could use some revision. Perhaps allied capital ships responding quicker to protect your traders, or at least point to point jumping so that player fleets can enter a sector together instead of one at a time through the gate. Also it would be good if NPC Laser Towers didn't go hostile over a little friendly fire. Is that right?
In a real world X3, governments would probably maintain Rapid Response fleets who would jump in and vaporize anything that steps out of line (yes, I'm looking at you AP). But, that's not actually very fun for a player. I like that player intervention is required occasionally.
Point to point could be nice. FL has temporary jump-beacons which could be used for this, but they are rather expensive to use for a single threat. If you can find a regular jump beacon, you could place it in a fast ship and drop it near the threat and jump in the fleet.
I think I read one of the devs say that FL hoped to give the player a reason to build fleets. It's done that for me. I'm expanding slowly as I get ships to patrol sectors where I'm active a lot. In a fit of sarcasm, I captured a Xenon I as set it patrolling the Xenon Hub. FL gives you good tools to avoid heavy loses like Emergency Jump and satellites that can warn you if an enemy capital enters a sector.
The friendly fire thing doesn't bother me too much. In the real world, security protecting a business wouldn't open fire on burglars with flamethrowers and hand grenades without considering friendly-fire damage. It adds variety go gameplay instead of just mashing buttons.
There are tons of changes that could be implemented to suit different play styles and I expect there will be mods.
So, to sum up what you're saying: sector security could use some revision. Perhaps allied capital ships responding quicker to protect your traders, or at least point to point jumping so that player fleets can enter a sector together instead of one at a time through the gate. Also it would be good if NPC Laser Towers didn't go hostile over a little friendly fire. Is that right?
In a real world X3, governments would probably maintain Rapid Response fleets who would jump in and vaporize anything that steps out of line (yes, I'm looking at you AP). But, that's not actually very fun for a player. I like that player intervention is required occasionally.
Point to point could be nice. FL has temporary jump-beacons which could be used for this, but they are rather expensive to use for a single threat. If you can find a regular jump beacon, you could place it in a fast ship and drop it near the threat and jump in the fleet.
I think I read one of the devs say that FL hoped to give the player a reason to build fleets. It's done that for me. I'm expanding slowly as I get ships to patrol sectors where I'm active a lot. In a fit of sarcasm, I captured a Xenon I as set it patrolling the Xenon Hub. FL gives you good tools to avoid heavy loses like Emergency Jump and satellites that can warn you if an enemy capital enters a sector.
The friendly fire thing doesn't bother me too much. In the real world, security protecting a business wouldn't open fire on burglars with flamethrowers and hand grenades without considering friendly-fire damage. It adds variety go gameplay instead of just mashing buttons.
There are tons of changes that could be implemented to suit different play styles and I expect there will be mods.
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Re: That's Not Security
I think we are still missing the end game aspects. Massing fleets is still not useful in FL as you can deal with any occurring threat from a single player driven M6 or an M7. We need something like Phenon corporation from LU. I hope somebody will make it compatible with FL. 

X fanatic. More of an X3 fanatic.
What about X4? Nah, I prefer a space simulator rather than a walking simulator.
What about X4? Nah, I prefer a space simulator rather than a walking simulator.
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- Joined: Tue, 27. Nov 12, 04:07
Re: That's Not Security
["In today's "microwave society" where just a-bout everyone wants a quick fix, a quick read, and anything all to quick with little to no critical effort or application and the more we change the more we remain the same... but I digressHwitvlf wrote: ↑Tue, 8. Jun 21, 09:41 Wow! I think you win my award for longest run on sentence I've ever seen. Voice to text?
So, to sum up what you're saying: sector security could use some revision. Perhaps allied capital ships responding quicker to protect your traders, or at least point to point jumping so that player fleets can enter a sector together instead of one at a time through the gate. Also it would be good if NPC Laser Towers didn't go hostile over a little friendly fire. Is that right?
In a real world X3, governments would probably maintain Rapid Response fleets who would jump in and vaporize anything that steps out of line (yes, I'm looking at you AP). But, that's not actually very fun for a player. I like that player intervention is required occasionally.
Point to point could be nice. FL has temporary jump-beacons which could be used for this, but they are rather expensive to use for a single threat. If you can find a regular jump beacon, you could place it in a fast ship and drop it near the threat and jump in the fleet.
I think I read one of the devs say that FL hoped to give the player a reason to build fleets. It's done that for me. I'm expanding slowly as I get ships to patrol sectors where I'm active a lot. In a fit of sarcasm, I captured a Xenon I as set it patrolling the Xenon Hub. FL gives you good tools to avoid heavy loses like Emergency Jump and satellites that can warn you if an enemy capital enters a sector.
The friendly fire thing doesn't bother me too much. In the real world, security protecting a business wouldn't open fire on burglars with flamethrowers and hand grenades without considering friendly-fire damage. It adds variety go gameplay instead of just mashing buttons.
There are tons of changes that could be implemented to suit different play styles and I expect there will be mods.





[" thank you "]
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Re: That's Not Security
I think it was XRM that had point to point jumping and it worked well enough. The end result was that capital ship speed became far less important. I had one massive Split M2 which could do everything - dock TS, M6 and fighters, jump into the middle of enemy fleets and obliterate them. I didn't fly a TS for transport missions, just docked it at my M2 and point-jumped to the destination. The gate system is limited, but the more limitations you remove, the less challenging the game becomes.
As far as friendly fire, I always thought it would be cool if you could Com the trade station in a secotor to apologize to all local ships at once. If your turrets had accidentally vaporized an M5, you would be charged according to a formula which factored in ships damaged and reputation with the faction. In other words, if you just saved the sector from a marauding Xenon fleet, but accidentally rammed an M5 in the process, the consequences wouldn't be to high.
As far as friendly fire, I always thought it would be cool if you could Com the trade station in a secotor to apologize to all local ships at once. If your turrets had accidentally vaporized an M5, you would be charged according to a formula which factored in ships damaged and reputation with the faction. In other words, if you just saved the sector from a marauding Xenon fleet, but accidentally rammed an M5 in the process, the consequences wouldn't be to high.
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Re: That's Not Security
duly notedHwitvlf wrote: ↑Tue, 8. Jun 21, 18:45 I think it was XRM that had point to point jumping and it worked well enough. The end result was that capital ship speed became far less important. I had one massive Split M2 which could do everything - dock TS, M6 and fighters, jump into the middle of enemy fleets and obliterate them. I didn't fly a TS for transport missions, just docked it at my M2 and point-jumped to the destination. The gate system is limited, but the more limitations you remove, the less challenging the game becomes.
As far as friendly fire, I always thought it would be cool if you could Com the trade station in a secotor to apologize to all local ships at once. If your turrets had accidentally vaporized an M5, you would be charged according to a formula which factored in ships damaged and reputation with the faction. In other words, if you just saved the sector from a marauding Xenon fleet, but accidentally rammed an M5 in the process, the consequences wouldn't be to high.
[" thank you "]