Not.
New boost would also increase S/M survivability - no point in keeping whole system needesly convoluded.
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Definately this. Current boost method is tactical tool and working.GCU Grey Area wrote: ↑Fri, 8. Nov 24, 18:40 Very much prefer the current boost mechanic where there's an immediate cost to using boost...
I do not appreciate my concerns being ridiculed as 'silly'. Have been playing computer games for over 40 years, many of which have been space sims (it's my favourite genre). Many of those have had boost mechanics exactly as described in this thread. I simply don't find it nearly as much fun as the current shield depleting mechanics. It sucks any feeling of tension out of combat if I know I can simply bail out of it at a moment's notice by hitting the boosters. There's no tactical consideration needed in terms of trading one form of defence (shields) for another (high speed evasion). It dumbs down combat & makes it far less appealing to participate in.RubyRezal wrote: ↑Sun, 10. Nov 24, 21:36 It is understandable how people are used to the old way and think the new way will cause issues, but I don't think that should be a concern. Any change will surely go into the beta branch before release and we'll all have ample opportunity to test it, provide feedback, and ideally find a good balance. Simply denouncing change at this stage for fear of change is silly.
This is what I was thinking about. Have a new afterburner module slot, which either eat shield for boosts or use a separate battery banks. Both available with pros and cons. The cons of the shield eating afterburner is evident, who would choose to lose shield when the situation is that they're being fired upon? Anyhow, what would be the cons for the separate battery banks? Increase in mass, thus less speed/agility might be an option. However, that'd only be viable for small ships, large and capitals wouldn't care.
Or you can buy it like "docking computer"
Would module be destroyable in L/XL size ships? So if you leave shield modules untouched but destroy afterburner part from the engine or if batteries are visible outside destroy batteries same way as you can destroy shield generators.xrogaan wrote: ↑Mon, 11. Nov 24, 01:28 Have a new afterburner module slot, which either eat shield for boosts or use a separate battery banks. Both available with pros and cons. The cons of the shield eating afterburner is evident, who would choose to lose shield when the situation is that they're being fired upon? Anyhow, what would be the cons for the separate battery banks? Increase in mass, thus less speed/agility might be an option. However, that'd only be viable for small ships, large and capitals wouldn't care.
Might be a weird question, but why would you have to redo boost mods if there is no conflict in the universe? Is it just for personal satisfaction min/maxing reasons?alt3rn1ty wrote: ↑Mon, 11. Nov 24, 11:08 Consider in a late game where the Xenon are extinct, and the only real source of resources for mods are Khaak (and Dukes new stealthy ship which dont appear very often), getting enough resources for the many rerolls of redoing mods would be a major grind.
I guess I will probably restart again at some point, so this concern then goes away as I will have to redo / reassess every ships configuration anyway as I have over the last 3-4 years. And maybe the start of the next beta will force that decision to test as much as possible, I just dread having to do everything again (well, maybe "dread" is a bit too strong a word, I would be reluctant).
Just for the odd occasion they get attacked by Kha'ak or Dukes Buccaneers, and if I'm honest its a bit of an OCD thing with me in that I like to give all my ships the best they can have "just in case", to improve their chances of surviving anything during trade runs etcetera. Dukes Buccaneers are not so much a concern, but the random pop up nature of Kha'ak is especially after the last update to the game where they now appear in slightly bigger groups to prey on miners.adeine wrote: ↑Mon, 11. Nov 24, 11:37Might be a weird question, but why would you have to redo boost mods if there is no conflict in the universe? Is it just for personal satisfaction min/maxing reasons?alt3rn1ty wrote: ↑Mon, 11. Nov 24, 11:08 Consider in a late game where the Xenon are extinct, and the only real source of resources for mods are Khaak (and Dukes new stealthy ship which dont appear very often), getting enough resources for the many rerolls of redoing mods would be a major grind.
I guess I will probably restart again at some point, so this concern then goes away as I will have to redo / reassess every ships configuration anyway as I have over the last 3-4 years. And maybe the start of the next beta will force that decision to test as much as possible, I just dread having to do everything again (well, maybe "dread" is a bit too strong a word, I would be reluctant).
Even if all the mods disappeared, it's not as if the AI makes any reasonable use of boosting outside combat (and even then the logic is questionable). Just fixing the handful of ships you fly personally should make no appreciable difference in a game like that.
This link cannot be accessed from my country. But I am for separating boost from shields. At the same time, it would be nice to make it possible to deprive the boost of borons from weapons that have the property of slowing down when hit.Tomonor wrote: ↑Fri, 8. Nov 24, 18:02 Hello X-fans,
Based on recurring feedback, our development team is currently investigating the possibility of detaching Boost from Shield energy, and introducing a separate boost energy pool.
Currently, ships trade shield energy for Boost. This model can lead to unnecessary frustration in certain situations, and presents a few quality-of-life drawbacks.
To clarify, we have outlined a few key differences between the two models:We invite you to vote on which boost model you would prefer to see in the game.
- Old model: Boost uses shield energy
- In combat situations, you must use boost more tactically, as using it leaves you more exposed to danger with reduced shields.
- Situational awareness is crucial; if enemies catch you off guard and deplete your shields, you won't be able to rely on boost to escape.
- Enemies may be easier to hunt down after they boost, as they often deplete their shields.
- New model: Boost uses separate boost energy
- Boosting draws from its own energy pool that recharges again over time.
- You have a better chance of escaping even when shields are down.
- There will be more variation in the boost characteristics of each engine.
- Boosting will become more widely employed by both players and the AI during dogfights.
- A HUD element is introduced to display your ship's boost energy.
We also welcome your written feedback about this change.
Please click on the link below to Enter the Poll:
https://www.surveymonkey.com/r/9PCNNHK
That's an interesting point. Maybe along with new engine characteristics there could be some new interactions between engines and weapons, too (though ideally not just Boron, since they can't be fitted to any other ships).
Well, at least the boron weapons of ships already have the effect of slowing down the target and making it impossible to accelerate. Perhaps tying the boost to a separate scale will make their ships more attractive. Besides, don’t forget that there is also an emp rocket. Now she's like trash.
I can't possibly see how anyone would disagree with this option.
Because the old one make sense, high energy in the shields primary or in the engines if you need to