[Feedback] Ship/combat compilation.

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Shuulo
Posts: 1633
Joined: Mon, 14. Apr 08, 17:03
x4

[Feedback] Ship/combat compilation.

Post by Shuulo »

I do love the game, played thousand hours in X3 and so was really hyped. Potential this title brings is huge and I understand that such ambitious game is hard to pull off for small studio like Egosoft, that’s why I believe we need to give them as much and as detailed feedback as possible.
For now I have the list of things that I believe should be changed to improve the combat and ship behavior of ships, please feel free to add or argue with any of my points.
This is far from complete list, but we need to start from something.

General:
- BOOST is very exploitable by player. It is too easy to disengage and lure enemies – not enough firepower to take down shields? Just boost away from AI a bit and he will boost to you happily dropping shields to zero. It also seems that AI has very little understanding when its good to use boost at all, this part needs work.
- TURRETS are totally pointless, they just don’t work, targeting must be fixed otherwise every ship larger than S will heavily underperform.
- Many Ships feel samy, what is the difference between argon and paranid fighter with 2 guns, 1 shield and 1 engine, just a small difference in hull and inertia is nort really enough? in X3 I always knew that Teladies are more durable but slow, splits are fast and deadly, Borons have ion weapons that makes my shields less useful etc.
There should be more diversity in ships and factions in general. One good way would be to assign some ship hulls some kind of bonus, e.g. Teladi Osprey +15% shield, Argon Cerberus -20% weapon/turret heat - this system does not require deep rework of components system but still provide diversity. I do really miss the weapon energy capacitors and different shield recharge rates in X3, that made factions even more unique.

S ships:
- It is easy to avoid fire from small ships; a bit more accuracy would be good.
- AI overuses “evade” behavior while fighting S and M ships that is easily exploitable by player. Reducing the time AI uses this behavior is a possible fix.
- AI does strafing runs on full speed even if not directly engaged, making them go slower for better aiming and “time-on-target” while not directly fired upon should make combat more engaging.

M ships:
- According to the game files they use the same behavior scripts as S ships and that IMO does not work really well for them. Its too funny to watch Cerberus or P dancing on one place aka “evading”. They are too big to perform such maneuvers with at least some efficiency. Their behavior must be changed to rely more on forward firepower (stay longer on target) and tankyness.
- M ships are either bulky or faster than most fighters, they lack the feel of corvettes being a sturdy ship from X3 and its a pity.
- M ships are not durable enough, it’s very easy to kill P or Cerberus in a starting ship with 2 weapons and this should not be the case.
- TURRETS

L, XL ships:
- TURRETS
- Durability of components is a joke, single fighter wing and kill destroyer in a matter of minutes due to this, components must be much more durable, otherwise large ships will not be able to perform their role.
- While their behavior is more or less fine they have no clue about damage they received. They should disengage as soon as most of their components where destroyed, I’ve seen enough Xenon destroyers just sitting in space with no components waiting to be destroyed
- Specifically Xenon K lacks any punch at all, very poor firepower against every kind of target.

Freighters/Civilian ships:
- TURRETS
- Its just logical for them to engage travel drive as soon as they were attacked, why they don't?

I will update the table above with all the good suggestions on ships to have a compilation-like thread for developers to see.
User avatar
Shuulo
Posts: 1633
Joined: Mon, 14. Apr 08, 17:03
x4

Re: [Feedback] Ship/combat compilation.

Post by Shuulo »

Anyone?

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