Please reduce number of deployables on ships

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BitByte
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Re: Please reduce number of deployables on ships

Post by BitByte »

Falcrack wrote: Mon, 9. Dec 24, 23:11
jlehtone wrote: Mon, 9. Dec 24, 23:04 Then lets quote a person: "Inventory First!" :P
Fine, I'll start a petition to only allow as many personal inventory items as could reasonably be expected to fit in my pocket!
Can this be increased buying jacket and pants with multiple pockets and if needed bigger expansion then buy backpack from trader's corner? :mrgreen:
Falcrack
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Re: Please reduce number of deployables on ships

Post by Falcrack »

BitByte wrote: Tue, 10. Dec 24, 14:02
Falcrack wrote: Mon, 9. Dec 24, 23:11
jlehtone wrote: Mon, 9. Dec 24, 23:04 Then lets quote a person: "Inventory First!" :P
Fine, I'll start a petition to only allow as many personal inventory items as could reasonably be expected to fit in my pocket!
Can this be increased buying jacket and pants with multiple pockets and if needed bigger expansion then buy backpack from trader's corner? :mrgreen:
Yes, for 1 million credits. Per pocket.
RubyRezal
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Re: Please reduce number of deployables on ships

Post by RubyRezal »

Falcrack wrote: Tue, 10. Dec 24, 14:57
BitByte wrote: Tue, 10. Dec 24, 14:02
Falcrack wrote: Mon, 9. Dec 24, 23:11

Fine, I'll start a petition to only allow as many personal inventory items as could reasonably be expected to fit in my pocket!
Can this be increased buying jacket and pants with multiple pockets and if needed bigger expansion then buy backpack from trader's corner? :mrgreen:
Yes, for 1 million credits. Per pocket.
Well... there goes my personal inventory capacity... you know, being a woman and all. Pockets for women are usually just decorative and not actually meant to carry anything. Thanks for ruining the game. :doh:
jlehtone
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Re: Please reduce number of deployables on ships

Post by jlehtone »

RubyRezal wrote: Tue, 10. Dec 24, 15:18
Falcrack wrote: Tue, 10. Dec 24, 14:57
BitByte wrote: Tue, 10. Dec 24, 14:02 Can this be increased buying jacket and pants with multiple pockets and if needed bigger expansion then buy backpack from trader's corner? :mrgreen:
Yes, for 1 million credits. Per pocket.
Well... there goes my personal inventory capacity... you know, being a woman and all. Pockets for women are usually just decorative and not actually meant to carry anything. Thanks for ruining the game. :doh:
Well, Teladi tend to have no clothes at all. Could you imagine cargopants on them?

With the new flight model the mass of the inventory should be accurate too.
Besides, no running, no jumping, and constant crouching when encumbered.
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ABPsycho
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Re: Please reduce number of deployables on ships

Post by ABPsycho »

I think one thing we need to recognise should Egosoft decide to change the deployment limit in ships is one point I havent seen brought up. What about people's game saves and specifically ships that on the change would have more deployables than the ship should be able to carry? More than likely this would crash the game on launch thus kill possibly multiple players saved games Avoiding this is somehting Egosoft have made clear they do everything they can in their development, hence the E variant of ships VS straight one for one upgrades of ships.

As such even if the developers want to change the deployables system it would be in the next X5 game that they should start making... at some point... hopefully...

I mean deployables are not the only corner Egosoft have painted themselves into core game design wise as much as I hate to say it...
Raptor34
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Re: Please reduce number of deployables on ships

Post by Raptor34 »

ABPsycho wrote: Wed, 11. Dec 24, 01:32 I think one thing we need to recognise should Egosoft decide to change the deployment limit in ships is one point I havent seen brought up. What about people's game saves and specifically ships that on the change would have more deployables than the ship should be able to carry? More than likely this would crash the game on launch thus kill possibly multiple players saved games Avoiding this is somehting Egosoft have made clear they do everything they can in their development, hence the E variant of ships VS straight one for one upgrades of ships.

As such even if the developers want to change the deployables system it would be in the next X5 game that they should start making... at some point... hopefully...

I mean deployables are not the only corner Egosoft have painted themselves into core game design wise as much as I hate to say it...
You clearly haven't been paying attention to the beta.
ABPsycho
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Re: Please reduce number of deployables on ships

Post by ABPsycho »

Raptor34 wrote: Wed, 11. Dec 24, 01:37 You clearly haven't been paying attention to the beta.
I wont deny I havent gone through each ship and seen if they have changed the cargo capacity of ships or not, which is what this would be the equivalent of (I spend too much time designing stations >.>)

So far I have seen ship stat changes. Speed, manuverability, etc which ultimately is a number in the back end that gets pulled. Cargo and Deployment space also is a number but each ship would have a 'What is in said space' stored somewhere and when the game tries to load a save where what is stored in a ship is more than what the ship can hold... sounds like a recepie for game crashes.

Or maybe Egosoft have made it so this wont be a problem IDK that requires me looking at the code which I am not game to do.
Falcrack
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Re: Please reduce number of deployables on ships

Post by Falcrack »

ABPsycho wrote: Wed, 11. Dec 24, 01:32 I think one thing we need to recognise should Egosoft decide to change the deployment limit in ships is one point I havent seen brought up. What about people's game saves and specifically ships that on the change would have more deployables than the ship should be able to carry?
Need not crash the game if they reduced deployables amount. Just make it so that ships that have more deployables simply can't load more deployables as long as they are above the maximum amount.
ABPsycho
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Re: Please reduce number of deployables on ships

Post by ABPsycho »

Falcrack wrote: Wed, 11. Dec 24, 02:24
ABPsycho wrote: Wed, 11. Dec 24, 01:32 I think one thing we need to recognise should Egosoft decide to change the deployment limit in ships is one point I havent seen brought up. What about people's game saves and specifically ships that on the change would have more deployables than the ship should be able to carry?
Need not crash the game if they reduced deployables amount. Just make it so that ships that have more deployables simply can't load more deployables as long as they are above the maximum amount.
I think you just made any developer who reads this thread cringe when they read that line. If only coding was so simple as 'switch a feature on/off'.

To be clear I am not against the idea of smaller deployment storage, if anything I am more in favor of it (Bonus points if ship types get a different size deployment storage depending on the ship, scouts could have more storage while fighters dont etc) yet the complexity of what is being asked should not be understated form a development standpoint, especially when said development time is coming from a small team with limited resources.

Maybe we will see a better implementation of the deployment system in the next X game, or maybe they will supprise us by implementing it into X4. Until then a new game with Mods enabled might be the only option.
Raptor34
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Re: Please reduce number of deployables on ships

Post by Raptor34 »

ABPsycho wrote: Wed, 11. Dec 24, 02:07
Raptor34 wrote: Wed, 11. Dec 24, 01:37 You clearly haven't been paying attention to the beta.
I wont deny I havent gone through each ship and seen if they have changed the cargo capacity of ships or not, which is what this would be the equivalent of (I spend too much time designing stations >.>)

So far I have seen ship stat changes. Speed, manuverability, etc which ultimately is a number in the back end that gets pulled. Cargo and Deployment space also is a number but each ship would have a 'What is in said space' stored somewhere and when the game tries to load a save where what is stored in a ship is more than what the ship can hold... sounds like a recepie for game crashes.

Or maybe Egosoft have made it so this wont be a problem IDK that requires me looking at the code which I am not game to do.
They literally nerfed the number of ships a carrier can carry. So unless they spaghetti code that bad, this wouldn't be an issue.
jlehtone
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Re: Please reduce number of deployables on ships

Post by jlehtone »

They did? This one?
  • Improved balancing of internal ship storage of all capital ships.
How does it handle a full carrier on first load?

Assuming: "toss surplus to space" ... ships out there can be "easily" told to go somewhere. If you have a scout full of basic Mines and they are tossed out on game update -- do you see scooping them up to be sans complications?
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Raptor34
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Re: Please reduce number of deployables on ships

Post by Raptor34 »

jlehtone wrote: Wed, 11. Dec 24, 16:36 They did? This one?
  • Improved balancing of internal ship storage of all capital ships.
How does it handle a full carrier on first load?

Assuming: "toss surplus to space" ... ships out there can be "easily" told to go somewhere. If you have a scout full of basic Mines and they are tossed out on game update -- do you see scooping them up to be sans complications?
Apparently by not affecting existing ships. Which also means that buffed ships would need to be rebought/rebuilt to get the buffs.
So if you have any nerfed ships that you don't want nerfed, go get them now.
BitByte
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Re: Please reduce number of deployables on ships

Post by BitByte »

ABPsycho wrote: Wed, 11. Dec 24, 02:56
Falcrack wrote: Wed, 11. Dec 24, 02:24
ABPsycho wrote: Wed, 11. Dec 24, 01:32 I think one thing we need to recognise should Egosoft decide to change the deployment limit in ships is one point I havent seen brought up. What about people's game saves and specifically ships that on the change would have more deployables than the ship should be able to carry?
Need not crash the game if they reduced deployables amount. Just make it so that ships that have more deployables simply can't load more deployables as long as they are above the maximum amount.
I think you just made any developer who reads this thread cringe when they read that line. If only coding was so simple as 'switch a feature on/off'.

To be clear I am not against the idea of smaller deployment storage, if anything I am more in favor of it (Bonus points if ship types get a different size deployment storage depending on the ship, scouts could have more storage while fighters dont etc) yet the complexity of what is being asked should not be understated form a development standpoint, especially when said development time is coming from a small team with limited resources.

Maybe we will see a better implementation of the deployment system in the next X game, or maybe they will supprise us by implementing it into X4. Until then a new game with Mods enabled might be the only option.
Technically X4 already have this kind of "feature" with missiles. If you have L-size ship like Behemoth E which have tracking/dumbfire turrets then it will have increased missile capacity (default 160 + additional amount per tracking/dumbfire turret). Let's assume you equip the ship with 300 missiles and face first enemy that destroys all tracking turrets from your ship. If you want fix Behemoth E in EQ/SY you cannot confirm changes until missiles quantity is reduced under maximum missile capacity (assuming all tracking turrets are destroyed then base number is 160).
You won't loose any missiles (them won't be spitted out to space in containers) and if service crew & repair drones fix turrets then missile capacity is again raised when turrets are ok.

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