[Closed] X4: Foundations Official Poll - Which Boost mechanic do you prefer?

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Feloidea
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Re: X4: Foundations Official Poll - Which Boost mechanic do you prefer?

Post by Feloidea »

Right, I've not gone through eight pages worth of comments so please excuse me if I say something that's already been said ad nauseam:

Voted for alternative boost mechanic in the poll; however the current boost mechanic would be fine on the condition that AI pilots where a lot less stupid about using it (especially L and XL ships, M and S ships far less so). The actual player impact of losing shields whilst boosting isn't offputting for me, but the AI seriously can't seem to handle it.

In lieu of that boosting behaviour seeing a significant improvement, I'd take the boost charge being a separate entity. For one, this could help making different engines and faction specific engines differentiate from one another even more and at long last L and XL ships wouldn't boost away all their shields for negligible gains of speed.
csaba
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Re: X4: Foundations Official Poll - Which Boost mechanic do you prefer?

Post by csaba »

My 3 biggest issues with the current system is

1. when needed for defense it's almost always too late. 2-3 enemies focusing you depletes your shields faster than you can react leaving you dead in the water. So the only viable way to use it for the player is offense. With the new system you can boost away even when caught giving you a chance to get away.

2. Even if you have the foresight to disengage in time, the difference between some fighter's speed is downright stupid (mostly vanilla fighters that are slower than some capships). You can easily end up in a position where you deplete your whole bar to escape just to get caught up by the enemy Xenon N with it's normal speed forcing you to turn and fight, now with 0 shields. With the new system you can at least turn fight kill the fast chasers and boost away again.

3. capital ships currently have no good automatic way for disengagement. Best is to give an order to continue to pass an enemy cause the "flee" option is so slow the maneuver ends up just killing them faster. With the new system the "flee" command is still sus cause turning your engines toward the enemy is suicide but they still have a better chance working properly.

So my vote is new. Let's see where this gets us.
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Axeface
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Re: X4: Foundations Official Poll - Which Boost mechanic do you prefer?

Post by Axeface »

Separate gauge, like star citizen. And it would be great if we could use it to boost strafe too.
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Disclaimer: Axeface will ignore 'don't like it don't use it' responses :wink:
Raptor34
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Re: X4: Foundations Official Poll - Which Boost mechanic do you prefer?

Post by Raptor34 »

A thought I had is that the current system means stuff like beam lasers act like pseudo-Boron Ion weapons, where stripping their shields also slows them down.
So if we do get a separate boost gauge, do we also get improved turret tracking to compensate for the new zippy enemies?
Nerwesta
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Re: X4: Foundations Official Poll - Which Boost mechanic do you prefer?

Post by Nerwesta »

Raptor34 wrote: Mon, 18. Nov 24, 19:11 A thought I had is that the current system means stuff like beam lasers act like pseudo-Boron Ion weapons, where stripping their shields also slows them down.
So if we do get a separate boost gauge, do we also get improved turret tracking to compensate for the new zippy enemies?
I rather think missiles should account for that. Perhaps having too a better tracking on front weapons but let the turret as is. :gruebel:
Raptor34
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Re: X4: Foundations Official Poll - Which Boost mechanic do you prefer?

Post by Raptor34 »

Nerwesta wrote: Mon, 18. Nov 24, 20:56
Raptor34 wrote: Mon, 18. Nov 24, 19:11 A thought I had is that the current system means stuff like beam lasers act like pseudo-Boron Ion weapons, where stripping their shields also slows them down.
So if we do get a separate boost gauge, do we also get improved turret tracking to compensate for the new zippy enemies?
I rather think missiles should account for that. Perhaps having too a better tracking on front weapons but let the turret as is. :gruebel:
Missile reloading is a pain though, but at least much less with closed loop. And front weapons already work well for the most part, but we'll see how it goes if they actually implement this.
RubyRezal
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Re: X4: Foundations Official Poll - Which Boost mechanic do you prefer?

Post by RubyRezal »

Nerwesta wrote: Mon, 18. Nov 24, 20:56
Raptor34 wrote: Mon, 18. Nov 24, 19:11 A thought I had is that the current system means stuff like beam lasers act like pseudo-Boron Ion weapons, where stripping their shields also slows them down.
So if we do get a separate boost gauge, do we also get improved turret tracking to compensate for the new zippy enemies?
I rather think missiles should account for that. Perhaps having too a better tracking on front weapons but let the turret as is. :gruebel:
I would expect the new system would apply at least some of the disadvantages of the current system where any damage would disrupt charging. Being able to maintain damage on a target should still limit the target's boosting capability, but the separate boost pool would theoretically improve survival chances of ships in the player's fleet when your pilots get the zoomies.
El Chancho
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Re: X4: Foundations Official Poll - Which Boost mechanic do you prefer?

Post by El Chancho »

I vote boost separate but only if its a finite resource, otherwise it makes no sense and therefore keep it as is.

It makes no sense because boost and shield right now get power from the same power source.
A big capacitor charged by the nuclear engines?

The engines aren't solid or liquid fuel based because you don't need to refuel.

Boost would have to be hydrogen or methane, hydrogen would produce 20-25% less thrust but burn about 20-25% longer than methane which would produce 20-25% more thrust than hydrogen but 20-25% less time.

When anyone including the AI runs out, they are out and have to return to a base to purchase/refuel with hydrogen/oxygen or methane/oxygen

The standard would be that military/scout ships can install boost systems which you have to pay for.

Trade ships and miners wouldn't have boost as a standard feature.

Technically hydrogen systems would be bulkier, possibly affecting normal acceleration a bit more than a methane system but that would add even more complexity though, especially if you calculate the fuel weight.

Getting shot would not affect boost if its a separate system unless the tanks blow.

PS

Maybe we can mount larger boost tanks that weigh more at the expense of standard acceleration being affected by the additional mass
Raptor34
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Re: X4: Foundations Official Poll - Which Boost mechanic do you prefer?

Post by Raptor34 »

El Chancho wrote: Tue, 19. Nov 24, 06:58 I vote boost separate but only if its a finite resource, otherwise it makes no sense and therefore keep it as is.

It makes no sense because boost and shield right now get power from the same power source.
A big capacitor charged by the nuclear engines?

The engines aren't solid or liquid fuel based because you don't need to refuel.

Boost would have to be hydrogen or methane, hydrogen would produce 20-25% less thrust but burn about 20-25% longer than methane which would produce 20-25% more thrust than hydrogen but 20-25% less time.

When anyone including the AI runs out, they are out and have to return to a base to purchase/refuel with hydrogen/oxygen or methane/oxygen

The standard would be that military/scout ships can install boost systems which you have to pay for.

Trade ships and miners wouldn't have boost as a standard feature.

Technically hydrogen systems would be bulkier, possibly affecting normal acceleration a bit more than a methane system but that would add even more complexity though, especially if you calculate the fuel weight.

Getting shot would not affect boost if its a separate system unless the tanks blow.

PS

Maybe we can mount larger boost tanks that weigh more at the expense of standard acceleration being affected by the additional mass
Decent idea, but only if refueling is free. Otherwise it's a straight out nerf, see missile resupply.
Waltz9
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Re: X4: Foundations Official Poll - Which Boost mechanic do you prefer?

Post by Waltz9 »

I prefer the old system.
I think its briljant to drain shield for boost.

I know its impossible to escape when you shields are drained but,
This isn't only a drawback but very much a tactical advantage.

Very often when you attack a ship the IA may use their boost from shields to escape.
By depleting their shields as fast as possible I can easily prevent them from escaping.
It works both ways.

The new boost system will add another bar to the system.
I don't like that.
Tomonor
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EGOSOFT
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Re: X4: Foundations Official Poll - Which Boost mechanic do you prefer?

Post by Tomonor »

Dear X-fans,

Thank you for participating in this theoretical poll and sharing your valuable feedback! We received an impressive number of votes and comments on our various community platforms. Rest assured, your feedback has been tracked and is being taken into consideration.

As for the poll results, the New Boost Model (separate boost energy pool) emerged as the clear favorite, winning with 81% of the votes. Before its implementation, this new boost model will enter a testing phase, during which you'll be able to provide additional feedback and help shape it.

With this, we are concluding the poll. Once again, thank you for voting and voicing your opinions!
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