Weapon physical size

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adeine
Posts: 1444
Joined: Thu, 31. Aug 17, 17:34
x4

Re: Weapon physical size

Post by adeine »

LameFox wrote: Mon, 6. Jan 25, 05:53 Regarding weapon compatibility, in a sense I think it's kind of a solved problem already. Back in X3 the ships had turrets visible on them. They were just part of the ship as far as I could tell. You could slot in any weapon the ship could hold there, and it just made those turrets fire a new projectile.

So, in this case suppose you make a set of weapon/turret types for each race—this is mostly done already. They have one with a multi-barrel, one with a missile tube, one with a laser, et cetera et cetera. And when you slot in another race's weapon, it uses the ship race's appropriate *type* of model, but fires the projectile from the equipped race's weapon. In that way you can maintain the customization options in the game while also using the new system. Maybe it would even let you unify the new and old systems.
This is a good idea for a 'lazy' fix until if/when it can be implemented properly.

Would be a big improvement in terms of gameplay and require next to no dev time.
flywlyx
Posts: 1594
Joined: Sat, 15. May 21, 03:45
x4

Re: Weapon physical size

Post by flywlyx »

adeine wrote: Mon, 6. Jan 25, 18:13 Would be a big improvement in terms of gameplay and require next to no dev time.
I suppose they could implement it as a research project that generates all the weapons with various ammunition types.
However, given the number of weapons and bullets involved, the different combinations would create a relatively long list, making the generation and verification process quite time-consuming.

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