Boarding Operation Suggestions. 2.10 Beta

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dfm5000
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Boarding Operation Suggestions. 2.10 Beta

Post by dfm5000 »

Beacons to let marines know which part of the capital ship you want them to attach to.

More expensive option, bring back the transporter device. Allows the crew to transport over to the ship.

Medium expense docking port, attaches to the side of a Capital ship and allows the crew to drill there way in through the hull.
Rather then having the Capship guns eat them alive. It's also more ideal for being stealthy something you need when approaching a monster cap ship.
Patholos
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Post by Patholos »

Why beacons?

Just blow up the turrets on the target ship and your marines are safe.
Sure glad I didn't purchase a new computer this release.
dfm5000
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Post by dfm5000 »

Patholos wrote:Why beacons?

Just blow up the turrets on the target ship and your marines are safe.
If you had beacons you wouldn't have had to waste the ammo on the rest of the turrets and risk getting destroyed in the process. Not to mention every part on the ship you destroy, it will cost you time to wait for engineers to repair it.

I have had a situation where I captured a ship in a hostile area but since I blew up all the turrets the cap ship couldn't defend it's self or repair the engines fast enough to jump out.

So wasted 20 million on marines and lost a 50 million credit ship.

Sometimes the marines will even say on launch without a destination this will be just as good of as a spot as any. So even the Ai are requesting this feature lol.
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Freeman_79
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Post by Freeman_79 »

Jesus, cant you just make all your points in 1 thread ?
dfm5000
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Post by dfm5000 »

No.
GCU Grey Area
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Post by GCU Grey Area »

Boarding is already too easy & lucrative - no need to make it even easier.
dfm5000
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Post by dfm5000 »

Not everyone is playing the game on easy, and we use beacons in real life. Should we give up the use of beacons and lasers because it makes life for troops to easy?
Last edited by dfm5000 on Thu, 12. Jun 14, 23:28, edited 1 time in total.
GCU Grey Area
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Post by GCU Grey Area »

dfm5000 wrote:Not everyone is playing the game on easy!!!
Still too easy on hard.
dfm5000
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Post by dfm5000 »

Then you should start a section on the forum and claim the game is to easy!!
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Post by GCU Grey Area »

dfm5000 wrote:Then you should start a section on the forum and claim the game is to easy!!
Just would prefer boarding to be a bit tougher - capital ships should travel in fleets so they can cover each other's blindspots, all freighters should have a decent number of combat drones/fighter escort to protect them (maybe even destroyer escorts for particularly valuable cargo, e.g. weapons). Also should be a much higher chance of the boarding op failing after the marines have breached the hull, making destruction of subsystems more essential for increasing the odds of a successful op.
dfm5000
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Post by dfm5000 »

In order to have the difficulty your looking for they would need to have a hangar bay for cap ships added back.

They usually have 8 fighters and roughly 8 drones guarding it. Which after getting my butt brought to me was enough for me. But I still love a challenge so I agree with you.

Also the most destructive thing in X3 was the missiles, I haven't heard betty screaming at me once in this game. AP she'd be like incoming incoming incoming incoming, oh yea by the the way incoming.

Then there was the carriers with 40 fighters flying at you lol from each cap ship.
Alien2468
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Post by Alien2468 »

I have capped 10 Taranis ships on hard difficulty. I never loose marines and since the Taranis is shielded I don't have expensive repair costs.

It's all about planning and execution. I launch 2 Nova's to knock out engines then 1 Nova for each turret section on the top of the ship.

I destroy the jump drive quickly and fly to the top of the ship and start boarding. Works every time and you can do the same with every ship once you learn the weak spots and how to cripple it quickly.

Mind you the Jet's have come a little too close to me for comfort a few times :P

I think this would be a good idea for the modding section, so someone could make a mod to let you do this that way every one wins as you just subscribe if you want it :)
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

dfm5000 wrote: I have had a situation where I captured a ship in a hostile area but since I blew up all the turrets the cap ship couldn't defend it's self or repair the engines fast enough to jump out.
Spoiler
Show
Just in case you were not aware, we don't have to destroy everything Betty tells us to do and as a result, it's best not to in some cases (engines and JD unless it starts to jump). Destroying sub-systems just speeds thing up. Ideally, it would reduce the chance of a Marine dying mid-Op but that is not the case yet so worth mentioning this here.

I regard this as a bug since any capital attacking us can be led away to range to avoid them hitting the captured ship after it is captured and before it can flee.
dfm5000 wrote: Sometimes the marines will even say on launch without a destination this will be just as good of as a spot as any. So even the Ai are requesting this
lol

I prefer to think this is missing functionality for the upgraded scanners but yeah, that dialog is amusing :)
MAUCorp
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Post by MAUCorp »

By design (as I understand it), the original boarding concept included the option to have a pre-scan of the ship which would facilitate an easier capture. The "this spot is as good as any" quip is actually legacy audio linked to a non-scanned boarding operation.

So essentially Egosoft already thought of it and decided to toss it (maybe for now). I'm sure they had good reasons.

As far as wasting 20m here and 50m there... as Alien puts it: preparation wins.
Smart_Bomb
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Post by Smart_Bomb »

GCU Grey Area wrote:Boarding is already too easy & lucrative - no need to make it even easier.
agreed.
- Please check out & vote on my X4:F expansion idea thread

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rguy1
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Post by rguy1 »

Smart_Bomb wrote:
GCU Grey Area wrote:Boarding is already too easy & lucrative - no need to make it even easier.
agreed.
I would agree that cappimg freighters is easy,but not so much for Arawans or Taranis (unless there friendlys). I have been tying to do Cartel boss missions and I hate that they send me up to 5-6 zones away by the time I get there they are already engaged with a station or another warship and by the time I clear fighters and turrets, and begin to take out engines and JD it gets destroyed :evil: Why did they implement that? I don't mind too much its harder to cap, but I at least want a chance to do a boarding op. I want the Cartel Boss in the zone I accepted the mission :headbang:
Nanook
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Post by Nanook »

dfm5000 wrote:No.
Please stop spamming the forum with multiple 'suggestion' threads about the 2.10 release. As suggested by another member, please confine future 'suggestions' to one of your current threads. Further such spamming will result in locked threads and possible official warnings.
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

X4 is a journey, not a destination. Have fun on your travels.
Atrocious
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Post by Atrocious »

rguy1 wrote:... by the time I get there they are already engaged with a station or another warship and by the time I clear fighters and turrets, and begin to take out engines and JD it gets destroyed ...
I'm pretty new to the game and might be missing something, but as far as I know you don't have to kill everything before boarding. Just destroy the jumpdrive and the engines and maybe some turrets that are dangerous. Then find a nice spot where no turrets can hit you and start boarding.

Also, getting somewhere might be faster if you have a capital ship and tell it to bring you there via jumpdrive.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Atrocious wrote:
rguy1 wrote:... by the time I get there they are already engaged with a station or another warship and by the time I clear fighters and turrets, and begin to take out engines and JD it gets destroyed ...
I'm pretty new to the game and might be missing something, but as far as I know you don't have to kill everything before boarding. Just destroy the jumpdrive and the engines and maybe some turrets that are dangerous. Then find a nice spot where no turrets can hit you and start boarding.

Also, getting somewhere might be faster if you have a capital ship and tell it to bring you there via jumpdrive.
Hiya,

The thing with the boarding pods is that they tend to spread out into a bit of a cloud after leaving the skunk and can bounce along the hull for a bit until they find a good spot to latch on. So we tend to need to kill a few more turrets than requred to protect the Skunk (although Skunk can also flee since range isn't critical after boarding starts).

Regarding capitals, jump drives are only used between Sectors (collections of Zones, that we see stations in) and so far, I've only see seen missions working within the same Sector. But you're still right - a capital can help because they boost between Zones and that can be quicker than the highways :)

Regards,
Sparks
burger1
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Post by burger1 »

You can board with just taking out the jump drive and engines and releasing the boarding party. More marines die but you don't need to do any work and it's still economical. Veteran marines aren't that expensive or hard to come by. I wonder if the savings in missiles exceeds the cost of the extra dead marines.

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