Really? Didnt play it. Was disaffected by the absence of cockpits in X3 and poor reviews for XR.
I liked X4 better than X3 and its not boost itself which is the problem with X4 but the lack of controls for the player fleet relating to boost.
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Really? Didnt play it. Was disaffected by the absence of cockpits in X3 and poor reviews for XR.
There is some control. When you issue attack order, you can go to behavior tab, unfold order, and t here will be checkbox to disable boost. However, you cannot set default, cannot quickly issue "no boost attack" order, cannot specify how much ships are going to boost, etc. AI also seem to fire boost in fixed durations. That results in situations where AI ship with modded boosters that can reach 8...16 km/s blasts 25 kilometers away from combat zone while trying to boost.
Well, besides the cockpit thing, "Conquest and War in Rebirth"-Mod did its job pretty well, making the game way better. I enjoyed XR with that mod a lot. Without that mod, its fine as long a s the story goes. But after its finished you are haning there with "erm what do i do now?". And at some time i did not hear the sidekick anymore. Just like i don't hear betty in x4 anymore. But i would never want bett to be gone. ^^vvvvvvvv wrote: ↑Tue, 29. Oct 24, 00:20There is some control. When you issue attack order, you can go to behavior tab, unfold order, and t here will be checkbox to disable boost. However, you cannot set default, cannot quickly issue "no boost attack" order, cannot specify how much ships are going to boost, etc. AI also seem to fire boost in fixed durations. That results in situations where AI ship with modded boosters that can reach 8...16 km/s blasts 25 kilometers away from combat zone while trying to boost.
Rebirth... rebirth is a huge mess, story focused. You have cockpits, but you're locked into a single ship. Supposedly you can make it better with mods, but I tried to get into it several times and couldn't. The game also tries to follow bladerunner aesthetic, which to me doesn't make a whole lot of sense in space. There are several mechanics there which later made way into x4. For example, you can walk on stations in person, there's small area in the ship you can wander, but entering the cockpit triggers cutscenes, plus you get a chatty sidekick you never needed.
That's obviously, a personal opinion. Some people manage to get into it.
I'm thinking more for effective use by the AI. If they're evasive they're NOT trying to shoot. At a given moment, all ships bar ONE (at most) are flown by the AI, so it has potential to prevent needless ship deaths.GCU Grey Area wrote: ↑Sat, 26. Oct 24, 14:13 Would not be better for me. Most of the time I use boosters aggressively, to rapidly close the distance to an enemy ship, while minimising the amount of fire I take during that manoeuvre. This approach would no longer be viable if using boosters to get on the tail of an enemy meant that weapons could no longer fire.
Don't care. My enjoyment of playing the game is my first priority. No amount of AI improvement from such a change could make up for the game becoming less fun for me to play as a consequence. Would make boosters essentially useless for me if every time I used them to get onto an enemy's tail it stopped my guns from working. Anyway, I'm generally happy with how the AI use boost as it is now. During fleet battles I like to fly one of the S fighters personally - I see what my AI controlled fighters are doing all around me. I like to see them use boost for the purposes of evasion, even if that does mean they're not shooting at that precise moment (they'll be back in the fight before long) & think it's great when they use boost after an attack run to rapidly get back into position for the next. Their guns generally need a moment to cool down at this point anyway, so doesn't really matter if this manoeuvre prevents them from attempting to shoot at a target that's now behind them.
Would not work perfectly for me. I actively enjoy having to assess whether a given situation is best handled by using boost to rapidly reposition, or if it's better to conserve my shields. It's part of the Think aspect of the game as far as I'm concerned. The change proposed in this thread would rob me of that tactical decision & would make the fighter combat in this game substantially less fun.Of course, I'd rather have a separate boost capacitor, as that works perfectly for both player and AI. However, I'll take a solution that's more readily implemented over one that, to be frank, isn't likely to happen sadly.
You might not, but others would. Improving AI behaviour has consistently enhanced the overall game experience for me. I want AI controlled ships to have comparable options to me when I'm piloting. I suspect having a separate boost pool would make things much easier for the AI, making it look smarter than it actually is. From a player perspective, it'd still be a resource that needs to be carefully managed. Perhaps one that's vulnerable to Ion-class weapons - i.e. it can be depleted by weapons fire potentially. That's make "don't get hit" even more important, a good challenge for the player perhaps.GCU Grey Area wrote: ↑Tue, 29. Oct 24, 14:30 Don't care. My enjoyment of playing the game is my first priority. No amount of AI improvement from such a change could make up for the game becoming less fun for me to play as a consequence. Would make boosters essentially useless for me if every time I used them to get onto an enemy's tail it stopped my guns from working. Anyway, I'm generally happy with how the AI use boost as it is now. During fleet battles I like to fly one of the S fighters personally - I see what my AI controlled fighters are doing all around me. I like to see them use boost for the purposes of evasion, even if that does mean they're not shooting at that precise moment (they'll be back in the fight before long) & think it's great when they use boost after an attack run to rapidly get back into position for the next. Their guns generally need a moment to cool down at this point anyway, so doesn't really matter if this manoeuvre prevents them from attempting to shoot at a target that's now behind them.
Having an opinion is the prerogative of an enlightened mind.JasonX2000 wrote: ↑Tue, 29. Oct 24, 08:54Well, besides the cockpit thing, "Conquest and War in Rebirth"-Mod did its job pretty well, making the game way better. I enjoyed XR with that mod a lot. ...vvvvvvvv wrote: ↑Tue, 29. Oct 24, 00:20There is some control. When you issue attack order, you can go to behavior tab, unfold order, and t here will be checkbox to disable boost. However, you cannot set default, cannot quickly issue "no boost attack" order, cannot specify how much ships are going to boost, etc. AI also seem to fire boost in fixed durations. That results in situations where AI ship with modded boosters that can reach 8...16 km/s blasts 25 kilometers away from combat zone while trying to boost.
Rebirth... rebirth is a huge mess... Supposedly you can make it better with mods... That's obviously, a personal opinion....
Squad is short for squadron. A naval squadron has 3-10 vessels. An RAF squadron in WW2 had around 12 aircraft, Bomber Harris combined five squadrons into bigger "wings".jlehtone wrote: ↑Tue, 29. Oct 24, 20:48 What is "squad play"? I reckon, the Timelines out-of-box missions had "tiny squads". I'm not fond of restrictive missions, but those squads did perform surprisingly well. Did they boost? I had no time to watch.
There are two questions:Both are valuable, but present very different attitude. The first makes the best of the duct tape. The other strives for "better" future. The "better" is subjective.
- What can we do with what we have now?
- What could we do if we had something else?
Would ability to change/set default boost behaviour of AI orders be "a better future" (that does not hamper the fun that some of us see in the current game)?
Don't know why you quoted me there. I just wrote that i liked Rebirth with that mod i mentioned xDSubmarine wrote: ↑Tue, 29. Oct 24, 15:45Having an opinion is the prerogative of an enlightened mind.JasonX2000 wrote: ↑Tue, 29. Oct 24, 08:54Well, besides the cockpit thing, "Conquest and War in Rebirth"-Mod did its job pretty well, making the game way better. I enjoyed XR with that mod a lot. ...vvvvvvvv wrote: ↑Tue, 29. Oct 24, 00:20
There is some control. When you issue attack order, you can go to behavior tab, unfold order, and t here will be checkbox to disable boost. However, you cannot set default, cannot quickly issue "no boost attack" order, cannot specify how much ships are going to boost, etc. AI also seem to fire boost in fixed durations. That results in situations where AI ship with modded boosters that can reach 8...16 km/s blasts 25 kilometers away from combat zone while trying to boost.
Rebirth... rebirth is a huge mess... Supposedly you can make it better with mods... That's obviously, a personal opinion....
The good thing about X4, there is always something to do if you use your imagination.
The boost control in attack orders unfortunately is not enough to make the squad game playable, in my opinion. The micro of tweaking every attack order breaks up the flow of play too much. Which is a shame as I feel otherwise the game creates perfect conditions for a small squad play, apart from this lack of persistent boost controls.
This is based on empirical tests, multiple replays of combats from the same saves. Same squad, same battle e.g. escort missions etc which are made for squad play. If I micro boost off, all survive. If I don't, one or two ships out of a wing of six will die, every time. That is 33% losses at the start of the game when those ships are all personally captured from pirates. So I micro boost off but cannot play like that, its unbearable going through the whole wing every thirty seconds and microing boost off for newly generated attack orders.
Squad play is a whole way of experiencing the game which is not viable because the AI doesn't boost right and there are no persistent controls. You have to either play with one ship or a very limited squad to reduce micro, or stop caring when ships and pilots die which means you have to go large with a big fleet and manufacturing base to replace "attrition".
It seems obvious there could/should be a progression from small beginnings to massive power passing through intermediate squads and fleets. Currently the game prepares a play path which is oblivious to the intermediate stage and directs players to scale manufacturing and build a disposable armada in that order.
The lack of boost controls and a dysfunctional AI effectively obstruct squad play and low reward squad sized missions, like escort, because of this. Why make that kind of mission if you don't want to encourage squad play?
I've always felt that cap ships requesting an "ordinance only" resupply could be handled better.
Yeah, that would be ideal. One of the characteristics of an aux ship is that they carry lots and lots of drones, might as well use them.Eyeklops wrote: ↑Wed, 30. Oct 24, 15:00I've always felt that cap ships requesting an "ordinance only" resupply could be handled better.
1. Cap ship requests a "resupply" and moves to close-ish proximity to aux ship.
2. Aux ship sends drones to deliver ordinance.
3. Cap ship flies away saving 5+ minutes of dock/undock time.
Aux ships movements are always a lotery for me, when they are part of the main fleet, they either travel drive on top of my flagship, or sit 3 quarters of a sector away.
There should be less players opposing such additions.Submarine wrote: ↑Tue, 29. Oct 24, 23:32 Adding the ability to set boost default for player owned ships piloted by AI would be much much better and very easy for egosoft to do, since global orders for similar controls already exist. Unfortunately we cannot mod it because apparently it is not exposed to modders, that would also be worth doing.
It would not change anything for those who wanted the default to stay the way it is, always "ON" because they could just leave it on.
Thank you jlehtone, that is an eminently reasonable perspective. I dont know if there is a technical obstacle to implementation of global default or ship memory but from what little I do understand about X4 I dont think it would be difficult at all for an egosoft dev.jlehtone wrote: ↑Wed, 30. Oct 24, 21:13There should be less players opposing such additions.Submarine wrote: ↑Tue, 29. Oct 24, 23:32 Adding the ability to set boost default for player owned ships piloted by AI would be much much better and very easy for egosoft to do, since global orders for similar controls already exist. Unfortunately we cannot mod it because apparently it is not exposed to modders, that would also be worth doing.
It would not change anything for those who wanted the default to stay the way it is, always "ON" because they could just leave it on.
Adding to UI something that we can already do (in very difficult way) is not against "the design", is it?
The only question is, how feasible is it to implement?
And these sentiments apply to the idea of shutting down boost completely which is all that mods can currently do. It is no fix because it is no fun.GCU Grey Area wrote: ↑Tue, 29. Oct 24, 14:30 My enjoyment of playing the game is my first priority ... I actively enjoy having to assess whether a given situation is best handled by using boost to rapidly reposition, or if it's better to conserve my shields. It's part of the Think aspect of the game as far as I'm concerned. The change proposed in this thread would rob me of that tactical decision & would make the fighter combat in this game substantially less fun.
Agree with that, I wouldn't want to shut down boost entirely either - my approach to S/M dogfighting in X4 is heavily dependent on rapid repositioning using boost. I am fine, by the way, with your suggestions about introducing greater & more convenient control over when AI ships are allowed to use boost. Wouldn't use it myself (I love seeing my AI controlled ships boosting around), however it would certainly be a preferable solution to boost itself being dumbed down to a 'boost whenever the gauge is off cooldown' mechanic (which is generally the optimal strategy in games where boost has no immediate negative consequences).
I use and enjoy the same method,which leads to careful timing of fire to take down the enemy shield and catch them, sit on their tail and prevent them boosting away which is assisted by having an ion cannon in the mix. It is also handy for capping as it does not take down the hull as much but keeps rolling the dice. I would call that emergent, if you think about it and get into it, study the problem, it is the logical course of action given the game rules. So its a case of great minds thinking alike and min maxing combat if you like.GCU Grey Area wrote: ↑Thu, 31. Oct 24, 12:18Agree with that, I wouldn't want to shut down boost entirely either - my approach to S/M dogfighting in X4 is heavily dependent on rapid repositioning using boost. I am fine, by the way, with your suggestions about introducing greater & more convenient control over when AI ships are allowed to use boost. Wouldn't use it myself (I love seeing my AI controlled ships boosting around), however it would certainly be a preferable solution to boost itself being dumbed down to a 'boost whenever the gauge is off cooldown' mechanic (which is generally the optimal strategy in games where boost has no immediate negative consequences).