
I'm fine with ventures being the only source for purple weapon mods, but have it as most effective training activity.. and make trained staff a requirement for automation?
Can't say i like the general concept.
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Shouldn't be that bad if we are allowed to send some more ships at once - and L + XL ships as wellpref wrote: ↑Sat, 4. Apr 20, 14:27 What's boring to the pilot won't get them skills so lets delegate the boredom to the player and keep our AI excited.. cmon
I'm fine with ventures being the only source for purple weapon mods, but have it as most effective training activity.. and make trained staff a requirement for automation?
Can't say i like the general concept.
I was about to look at ventures as the only viable means to generate a reliable supply of 3* pilots in quantity left - I've heard that you can only send one pilot at a time on a venture. If that is true then ventures are obviously a bust.chew-ie wrote: ↑Sat, 4. Apr 20, 14:52Shouldn't be that bad if we are allowed to send some more ships at once - and L + XL ships as wellpref wrote: ↑Sat, 4. Apr 20, 14:27 What's boring to the pilot won't get them skills so lets delegate the boredom to the player and keep our AI excited.. cmon
I'm fine with ventures being the only source for purple weapon mods, but have it as most effective training activity.. and make trained staff a requirement for automation?
Can't say i like the general concept.![]()
Not saying that there should be limitless venture modules (in this Community there _ARE_ people who would just ... overdo it ten fold). But having 5 S/M modules and 1 L/XL module would be nice.
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Sector miners, do, yes, but exceptionally slowly.
I don't disagree with that. The issue, as you say, is scaling. We must have access to a reliable and automated source of 3* pilots once stations are being built or it is not possible to run them. It don't matter how much it costs, it just needs to be something you can plan for to put in place and get up and running ASAP.Rimak wrote: ↑Sat, 4. Apr 20, 17:01
I also thought about it. What I think is that the whole system with seminars is actually good.
STOP STOP, HEAR ME OUT.
So there is not that much issue with the seminars early when you are building up and micromanaging can be somewhat fun. The issues start to arise when you start to scale and grow the empire. So I think that there should be a somewhat simple solution to this.
1. Spread the ways of acquiring seminars. Not all people like to do missions so maybe bounties for different factions or trade-in for specific resources.
2. Add a PHQ module for training. Research that allows the training of staff of the docked ships. When the empire begins to grow almost no one wants to micromanage every single. However, building stuff and managing this academy would add an additional layer to the game.
3. Continuing HR department research on PHQ. It should be very expensive and for the late game so that the pilots you hire are at a specific level. Let's say it has multiple tiers of research. So that when you are a super-empire you would not worry what level your staff is.
Could you clarify exactly what you mean by that, I'm somewhat confused by what seems to be a mixed message (I didn't realise manual trading leveled pilots......they are at exactly the same level they were when I started manually trading them)
This one. It's simple. But it at least gets the problem out of the way.Gregorovitch wrote: ↑Sat, 4. Apr 20, 17:27
Incidentally what mod are you using to deal with this problem?
Of course I can.Gregorovitch wrote: ↑Sat, 4. Apr 20, 17:31Could you clarify exactly what you mean by that, I'm somewhat confused by what seems to be a mixed message (I didn't realise manual trading leveled pilots......they are at exactly the same level they were when I started manually trading them)
The devs repeatedly state that they do level up though it seems to be painfully slow in my opinion. I just assume it never happens as I've too many crew to deal with.
I nearly stopped playing till I found a mod that circumvented this. Its an incredibly horrid mechanic.CaptainRAVE wrote: ↑Sat, 4. Apr 20, 21:24 This has really spoiled the game for me. Getting seminars is painfully dull and pilots skill up too slowly. Classic Egosoft alienating its player base. I love X4 and the split DLC is great, but I won’t be supporting Egosoft anymore of this is their intended direction, to turn the game into a tedious, boring grind. Why can’t I just pay to buy qualified staff when I hire them!
Same here. It’s ridiculous. Another half baked Egosoft idea implemented in a final edition patch.Ghatanathoa6 wrote: ↑Sat, 4. Apr 20, 21:44 Is this bugged? I've been working on a new start since the release of the expansion. No mods. 26 hours now. I have a decent fleet and stations. I have close to 30 million in net worth. I have medium and small traders, all of which I manually trade with. I have sector minors. I have scouts. And NONE have achieved a third star in anything yet....
If not bugged, then this is BROKEN. It's not fun. I think I'm done with the game.
I was loving this game from 2.6 up through most of the beta. Hundreds of hours. I took a month off and was ready to come in and enjoy the new content....CaptainRAVE wrote: ↑Sat, 4. Apr 20, 21:49Same here. It’s ridiculous. Another half baked Egosoft idea implemented in a final edition patch.Ghatanathoa6 wrote: ↑Sat, 4. Apr 20, 21:44 Is this bugged? I've been working on a new start since the release of the expansion. No mods. 26 hours now. I have a decent fleet and stations. I have close to 30 million in net worth. I have medium and small traders, all of which I manually trade with. I have sector minors. I have scouts. And NONE have achieved a third star in anything yet....
If not bugged, then this is BROKEN. It's not fun. I think I'm done with the game.
The strange thing is when it comes to reputation it is the oposite.