flywlyx wrote: ↑Mon, 4. Nov 24, 07:05
It’s unfortunate that you seem to have limited experience with RPGs. There are games where players can purchase skill points directly from shops, games where skill trees are linked to equipment, and games that allow infinite skill point investment. As I mentioned before, I never commented on how the skill system is structured.
I'm not sure what makes you think that...? Either way, none of this addresses what I said.
Sure, if you show me an RPG where both you and NPCs can produce/gather, buy and sell skill points in a simulated economy, carry them as a physical item which may be stolen, lost or equipped to specific AI characters, then yes, you've recreated what a resource based game would do. So what, exactly?
Skill trees being linked to equipment is still player centric, they don't logically transfer to other characters. If you want an equivalent idea in RPGs, what you're looking for is item upgrades.
And yes, there are games that allow infinite skill point investment, allowing your character to become infinitely strong. This is part of the issue with such a system existing in a game like X4. It doesn't scale in a way that works.
flywlyx wrote: ↑Mon, 4. Nov 24, 07:05
The most crucial aspect of a tactical command system is positioning the right unit in the right place to engage the right enemy. Without a map view, this becomes nearly impossible. Lacking a full view of the battlefield means players can’t effectively issue commands within a 3D space.Whether a unit can target missiles or subsystems is just a minor detail that doesn’t really matter.
As I mentioned, due to the complexity of the RTS elements in X4, issuing effective commands is already challenging for players. Adjusting energy levels would only add extra micromanagement with minimal benefit.
Except the feature is completely orthogonal to said RTS elements. It's like saying you should not be able to toggle flight assist because the game has a map allowing you to command other ships.
You don't 'micromanage' this for any ships other than your own.
On the tactical command aspect, X4 is not great for RTS style micromanagement in the first place. I think you'd be surprised at just how effective a non-map based system can be. Having it as the only way to issue commands obviously would not work for an X game as the universe is larger than the player's immediate vicinity, but it would honestly be a great addition for engagements that directly involve the player.
flywlyx wrote: ↑Mon, 4. Nov 24, 07:05
In current X4, ships has modification slots as a resource, and you can mange same amount of said resource in a more efficient way.
I think you're missing the point of what I was trying to say. Here is an example of the difference just limited to X games: Weapon/turret loadouts in X3 vs X4:
In X3, you can carry spare equipment at the cost of credits and cargo space, and switch it out strategically during engagements (some mods like MARS allow you to automate this behaviour to some extent, even for AI ships). As the AI doesn't fully make use of this capability, you have an advantage as a player if you do so. It is an active part of skill-based gameplay.
In X4, equipment is set and can only be changed at docks. You have some control over turret groups and can enable/disable select weapons, but it's fairly limited in comparison.
In much the same way, you cannot swap out modifications in the middle of a fight or get more out of them through skill.