Xenon Destoryer is too weak

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RodentofDoom
Posts: 407
Joined: Sat, 27. Feb 16, 09:37
x4

Re: Xenon Destoryer is too weak

Post by RodentofDoom »

dholmstr wrote: Sun, 3. Mar 19, 20:31 And with Duplo you did a wall with a window, same wall-window can be build with meccano just more detailed. Why must we invent a whole in the wall for a window all over again, just becouse we got new pieces? But this is another discussion, sorry for hijacking you post OP.
Because you have to re-invent building the wall.. the X3 process is incompatible with X4

In X3 building a station was
container unloaded in to space as a single box-structure

In XR building a station was
assemble 1+ modules
with each module assembled from pre-set subcomponents

In X4 building a station is
assemble 1+ subcomponents with no restrictions

There isn't a huge difference between XR & X4, mainly we now have all the individual components thrown together into a box
and we can draw them out and assemble them in any order or combination that we want
it's the moving away from a station being a single self-contained unit that causes the lack of compatibility
that was a process that began in XR and it has been enhanced and improved in X4
dholmstr
Posts: 409
Joined: Tue, 12. Apr 11, 19:41

Re: Xenon Destoryer is too weak

Post by dholmstr »

Rodent I wish we could continue the debate over this philosofical issue but this isn't the place. This is about the Xenon destroyer being to weak. On that subject from 2,0 they have way more firepower but I have notice the OOS combat not really doing right. Same seems to be for my own destroyers. While looking at the map they sometimes the K just sit there spinning and when I get there they have no weapons left and noones attacking them...

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