For the future, can we please not lock important features behind plots?

This forum is the ideal place for all discussion relating to X4. You will also find additional information from developers here.

Moderator: Moderators for English X Forum

Raptor34
Posts: 3544
Joined: Sat, 12. Jun 10, 04:43
x4

Re: For the future, can we please not lock important features behind plots?

Post by Raptor34 »

Yeah, this is wanting your cake and eat it too all over again. It's funny how it's always talking about alternate playstyles and role playing, then you want the exact same as everyone else. Like seriously, there is already an alternate to teleportation, it's called properly preparing fast ships.
Unless you're talking about that issue that teleport resolves of course.
Poacher886
Posts: 595
Joined: Mon, 4. Jul 05, 20:22
x4

Re: For the future, can we please not lock important features behind plots?

Post by Poacher886 »

It would be easy to navigate the HQ plot if they added a 'Research and development module' for stations.
Fus
Posts: 92
Joined: Sun, 20. Nov 05, 18:37
x4

Re: For the future, can we please not lock important features behind plots?

Post by Fus »

Absolutely, all it takes is a research module.

I have recently bought all of the DLC apart from Timelines and have been trying various starts. There seems to be no point in trying to role play at all.

I started as a lowly Terran pilot with a wingman and a Navy supplied fighter, TLDR I went AWOL multiple times and sold their ship to buy a Nodan - nobody cared, no punishment .... so why bother ?

Now I'm trying to be a pirate but again, other than scripted missions nobody appears to see me as a pirate unless I do some pirating. after a few missions the plot fades away as I am sidetracked by the HQ and Gate opening plots.

I'll try the other starts but I don't really want to role play as a three eyed monster or a small lizard ! Why can't I choose the character and then the starts ?!
Last edited by Fus on Mon, 6. Jan 25, 16:39, edited 1 time in total.
Ormac
Posts: 1154
Joined: Mon, 14. Jan 08, 10:24
x4

Re: For the future, can we please not lock important features behind plots?

Post by Ormac »

I'm one of those that's dosen't like the idea of being chained to the PHQ as the Headquarters of my Enpire. If Egosoft needs it to be the Science or Reseaarch Hub well fine.

Really at this point it's more the Inventory Container. For all items that collect for crafting or pocket changethat bugs me. I don't really want 1000+ items in my pockets. Oh It's got to be deposited there for later.
Axeface wrote: Wed, 18. Dec 24, 05:04 Lastly, I wrote this post in a far more eloquent way but when I clicked Submit I was greeted with the login screen... lost 30 minutes of typing. This isnt the first time its happened, so I thought ide mention it.
When you sign-in There's a checkbox 'Remember Me' ticking that will stop the login from timing out due to inactivity while you're finishing the composition of your post or reply.
I use it all the time particularly when I'm submitting my creative chapters. (I have to at least format it for the forum, that can take a while.)
Socratatus
Posts: 1626
Joined: Tue, 11. May 04, 15:34
x4

Re: For the future, can we please not lock important features behind plots?

Post by Socratatus »

Also note that part of Terran plot (where you find the Yaki) is halted if you don't vist the HQ and talk to Bosa Ta. I forgot about this and was wondering why the Terran plot wouldn't move at all... until I finished a little talk with Bosa... and 5 minutes after that the plot continued.
Last edited by Socratatus on Mon, 6. Jan 25, 20:06, edited 2 times in total.
1. Please do more on NPC civilian/uniform variety, and bio customisations, Devs.
2. Stations need sirens/warnings when enemy is close in numbers or Station in danger of destruction (in Sandbox).
Yes, for immersion. Thankyou ahead of time. (Edit: This is actually happening!!!)

"No problem can withstand the assault of sustained thinking."
"Before acting 'out of the box', consider why the box was there in the first place."
Raptor34
Posts: 3544
Joined: Sat, 12. Jun 10, 04:43
x4

Re: For the future, can we please not lock important features behind plots?

Post by Raptor34 »

Ormac wrote: Mon, 6. Jan 25, 03:16 I'm one of those that's dosen't like the idea of being chained to the PHQ as the Headquarters of my Enpire. If Egosoft needs it to be the Science or Reseaarch Hub well fine.

Really at this point it's more the Inventory Container. For all items that collect for crafting or pocket changethat bugs me. I don't really want 1000+ items in my pockets. Oh It's got to be deposited there for later.
Axeface wrote: Wed, 18. Dec 24, 05:04 Lastly, I wrote this post in a far more eloquent way but when I clicked Submit I was greeted with the login screen... lost 30 minutes of typing. This isnt the first time its happened, so I thought ide mention it.
When you sign-in There's a checkbox 'Remember Me' ticking that will stop the login from timing out due to inactivity while you're finishing the composition of your post or reply.
I use it all the time particularly when I'm submitting my creative chapters. (I have to at least format it for the forum, that can take a while.)
I would say just rename it but I remembered that your personal office is there, which funnily enough is the only actual HQ thing in the whole station.
Also the irony of your personal office being in the station that is potentially the laggiest. So practically speaking my actual PHQ is the Astrid parked in some quiet out of the way sector with hopefully a good view.
Imo what we need is just adding more rooms to ships and stations. We don't even need new one's, just take the existing one's and add them to other locations, like that nice war/tactical room Timelines has, though I think that might also be in vanilla, we just never see it because it might be faction only.
Zloth2
Posts: 520
Joined: Sat, 7. Jul 18, 17:16
x4

Re: For the future, can we please not lock important features behind plots?

Post by Zloth2 »

Axeface wrote: Thu, 19. Dec 24, 22:14 Regarding custom gamestart it doesnt solve the issue because you still need to have the HQ to pick the options. Having to own the HQ to set plot world states is especially egregious because thats the most interesting part of custom game, the idea of playing as a TRI fighter pilot against literally everyone would be awesome, but makes little sense as we are forced to have the HQ and cant destroy it.
?? I don't understand this. How does owning the HQ block being a TRI fighter pilot up against the universe?

Set up a custom start (maybe budget, you've been around for eons so you might make it fit). Mark the HQ as finished, mark all the research you want as completed, place the HQ deep in Nop's Fortune 2 or Leap of Faith or some other sector where the Xenon never go, maybe give it a manager, and ignore it for the rest of the game. Set relations with everybody but one faction to bad, and off you go.

It DOES make it so you can't go through the two Split start plots, but I don't think there's a whole lot to those plots after the first 20 minutes. Unless you are looking for achievements, you could just go after the same goals in a custom game.
"If you can't take a little bloody nose, maybe you ought to go back home
and crawl under your bed. It's not safe out here! It's wondrous, with
treasures to satiate desires both subtle and gross, but it's not for the
timid." ---- Q
Raptor34
Posts: 3544
Joined: Sat, 12. Jun 10, 04:43
x4

Re: For the future, can we please not lock important features behind plots?

Post by Raptor34 »

Zloth2 wrote: Mon, 6. Jan 25, 21:42
Axeface wrote: Thu, 19. Dec 24, 22:14 Regarding custom gamestart it doesnt solve the issue because you still need to have the HQ to pick the options. Having to own the HQ to set plot world states is especially egregious because thats the most interesting part of custom game, the idea of playing as a TRI fighter pilot against literally everyone would be awesome, but makes little sense as we are forced to have the HQ and cant destroy it.
?? I don't understand this. How does owning the HQ block being a TRI fighter pilot up against the universe?

Set up a custom start (maybe budget, you've been around for eons so you might make it fit). Mark the HQ as finished, mark all the research you want as completed, place the HQ deep in Nop's Fortune 2 or Leap of Faith or some other sector where the Xenon never go, maybe give it a manager, and ignore it for the rest of the game. Set relations with everybody but one faction to bad, and off you go.

It DOES make it so you can't go through the two Split start plots, but I don't think there's a whole lot to those plots after the first 20 minutes. Unless you are looking for achievements, you could just go after the same goals in a custom game.
Because as I've seen after all this time, it's never about the role play, it's always an excuse for something else they want hidden behind the guise of "wanting roleplay".
User avatar
Baconnaise
Posts: 766
Joined: Sat, 23. Nov 13, 15:50
x4

Re: For the future, can we please not lock important features behind plots?

Post by Baconnaise »

I always do custom start since you have to have the PHQ. It makes the other starts pointless IMO. I will say that I've been playing for years already so the vanilla experience is all mundane to me in terms of missions plots etc. I do agree with some others that forcing me to start with PHQ boso and dal just to set plots is quite annoying. I'd also prefer an option where I have no PHQ and can remove or negate all plots and cutscenes in the game entirely. I want a more true sandbox without any game mechanics reserved for the player like construction ships etc. It would also be nice to edit faction logic or factions themselves. I'd like to have ToA/Timelines enabled but disable Vigor/Riptide/Quet or whatever faction I deem prior to start.

Return to “X4: Foundations”