Realization about 'stretching' sectors

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SamuraiProgrammer
Posts: 126
Joined: Thu, 16. Jul 09, 05:41
x4

Realization about 'stretching' sectors

Post by SamuraiProgrammer »

Last night I had what I considered to be a game killing bug. No matter, they are patching furiously :)

Today I started a new game. I used the same start as before in case I wanted to look at some of the tutorials that I couldn't do before due to lack of equipment.

Early in the game (as soon as I got instructions from a new friend to go to a shipyard), I was gathering money for the impending mission. I took a taxi job and was directed over 800km away. This was early enough in the game that I am certain it is part of the initial configuration. There were several stations out there.

I used to think that the map stretching was just to keep you from exiting the sector by any way other than a gate. Now, I realize that there is more content out there.

If you are concerned because you haven't seen a certain kind of factory, it is probably out there.

If you are concerned because there is not enough combat with Kha'ak and Xenon, it may be out there.

The more I play, the more I realize how deep the content may actually be. Kudos (again) EGOSOFT!
Kadatherion
Posts: 1021
Joined: Fri, 25. Nov 05, 16:05
x4

Re: Realization about 'stretching' sectors

Post by Kadatherion »

Or, maybe, SamuraiProgrammer, stations simply spawn too often outside of the intended range because of a bug. What would Ockham's Razor say? :roll:
Orthanc
Posts: 95
Joined: Tue, 9. Dec 03, 12:46
x4

Re: Realization about 'stretching' sectors

Post by Orthanc »

That I need to shave badly?
SamuraiProgrammer
Posts: 126
Joined: Thu, 16. Jul 09, 05:41
x4

Re: Realization about 'stretching' sectors

Post by SamuraiProgrammer »

Occam's Razor might say something about it, but then again, it is an exploration game :)

I am beginning to think that it is 'working as designed' and no one communicated that to us.

Just my opinion.
Zippo342
Posts: 410
Joined: Fri, 31. Mar 06, 20:07
x3tc

Re: Realization about 'stretching' sectors

Post by Zippo342 »

I've found more than one station out that way by noticing NPC traffic heading off into the distance.

Freighters don't just fly to nowhere, it's always something like a station or gate or freeway.
Streaming most nights 1800-0000ish at www.twitch.tv/chthonicone/
Revenant342
Posts: 225
Joined: Thu, 21. Nov 13, 03:22
x4

Re: Realization about 'stretching' sectors

Post by Revenant342 »

That's a heck of a distance, several times the range of a long-range scanner. Aside from pirate stations, what would be the economic incentive for a station to be out there? Id call that a bug, or at least an unintended consequence. Think about having to map an 800km radius sector with a 40km scan radius? Take all day XD
SamuraiProgrammer
Posts: 126
Joined: Thu, 16. Jul 09, 05:41
x4

Re: Realization about 'stretching' sectors

Post by SamuraiProgrammer »

I know, right? I was curious as to what I would find. There were at least two stations there. It seems planned to me. Maybe the devs will deign to comment? :)
Ulfengaard
Posts: 10
Joined: Sun, 18. Aug 13, 01:22
x4

Re: Realization about 'stretching' sectors

Post by Ulfengaard »

Nexuscrawler
Posts: 336
Joined: Sun, 25. Aug 13, 23:22
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Re: Realization about 'stretching' sectors

Post by Nexuscrawler »

I had two missions so far where I had to kill a traitor and the game showed him to be over 4,000 km away in deep space. That would have taken me half an hour to get there in my heavy fighter and just as long to get back. No clue what some ships are doing out there, but if there are any structures this far away then we need other methods of travel. Even travel mode is too slow for that.

Luckily the game seemed to notice that this was a bit ridiculous and teleported the guy to me both times after I flew the first 500 km.
"Populanten von transparenten Domizilen mit fragiler Außenstruktur sollten mit fester Materie keine transzendenten Bewegungen durchführen."

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