[Feedback] Collection of Feature and balance requests

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tarax007
Posts: 78
Joined: Sun, 24. Apr 05, 22:21
x4

[Feedback] Collection of Feature and balance requests

Post by tarax007 »

Good Afternoon peeps!

As a long time fan and supporter of the X franchise and Egosoft as a whole. I would first like to thank you for the great vigilance with all the post-launch bug-fixes!
Keep up the good work, i am sure most if not all appreciate a developer team so passionate about their game :)

Now after I've spent about 90 hours in the game, I have some thoughts on changes that could me made, some requests for features etc. However these are not all my own, just going to start of right off the bat saying that.
What i first did was basically read around as much as my dyslexia allowed to find feedback and thoughts of the game and what could be better and make a little collection of it all here.

I also would like to put this disclaimer up here, I started doing this basically the day before your video about your plans for 1.5 and 2.0.
So maybe some of these things are already planned for these or otherwise these updates will take up most of your time to push out in the time frame you announced.
With that said i fully understand and respect this, All the more power to you! I am 100% behind this and love & appreciate this. It makes me really excited to see what secrets you have up your selves!

Basically I just want to reiterate that i understand some of these feature request/changes may take post 2.0 to potentially even think about starting to work on. This is focused on short and long term basically.

For the ease of things and to avoid a massive wall of text i will split this up in a few different sections, so i will make several post in here. One for combat, trade & economy etc. Would also make it easier to quote and or address specific things people want to add to or voice opinions about. I May even put forward some questions on certain "issues" for the devs.

I will do my best to update this thread with other ideas or suggestions as well and really try my best to add things (and remove) as time goes along.
As I mentioned earlier, a bit of a dyslectic so takes me some more time and effort than most...

Anyway, without further delay!
I dedicate in order to question,
universalizing fearlessness,
I seal the output of intelligence,
with the crystal tone of cooperation,
I am guided by the power of elegance.
tarax007
Posts: 78
Joined: Sun, 24. Apr 05, 22:21
x4

Re: [Feedback] Collection of Feature and balance requests

Post by tarax007 »

This section will deal with General/Misc based feedback

This will be a bit mixed for anything else really.

To start off this is what I would like you to have a look at.
  • Currently when you set a ship to "collect wares". The AI collects all available Player inventory items as well.
    But you do not get anything they pick up and they just disappear. Preferably I would assume these would be transferred to the player inventory.
    Or if its not intended - block ai from taking these up if you are not in the pilot seat
Which brings me to the second point here if this is not intended.
Please ad a way to set autopilot to collect these when you are sitting in the pilot seat.
In general i feel the Autopilot is very limited at the moment as far as what you can do with it.
Obviously collecting wares would be one thing I feel it should be able to do.

  • Player research is WAY to easy: Please add a resource and money cost to actually trigger the different research alternatives.

For example those asteroid minerals you can gather. Currently wit hit just costing time makes it feel a little trivial.
or potentially the need to scan certain objects in space :)
  • Limit teleports somewhat, allowing them to be used to and from all player owned stations perhaps.
    Meaning as long as you are on a station you own you can teleport anywhere, ship or npc station.
But to teleport from ships, you need a teleport module that you need to construct via the phq only on the ship, In order to use it at all from there.
Maybe an expensive player inventory thing instead as an alternative, just like the Seta. Or ship modification that is its separate thing or a chassi mod

And lastly I will add here the popular request of this:
  • An easier way to transport crew members around.
I personally didn't see any issues with the way you did it in X-R with the "escape pods" (maybe a civilian ship instead now as an alternative?)
I dedicate in order to question,
universalizing fearlessness,
I seal the output of intelligence,
with the crystal tone of cooperation,
I am guided by the power of elegance.
tarax007
Posts: 78
Joined: Sun, 24. Apr 05, 22:21
x4

Re: [Feedback] Collection of Feature and balance requests

Post by tarax007 »

This section will deal with Mission based feedback

Same deal here, I don't have to much to say here, two things. Obviously add more types off missions in the future.
But specifically i would like to ask and request some changes to the build station missions which to me seem a bit broken atm.

And i don't mean they are bugged specifically, cause i don't know but they feel "off" atm. And this is why.
  • In previous games, when you built a station for an npc - the AI took over once you finished. I for one feel this needs to come back in X4.
    And preferably once they take over the ai starts expanding it into whatever it feels is needed
  • Some more variety to them would come a long way! I've done 4-6 of them. Right now it seems the only thing that changes between the missions are the plot sizes. I would love to see these mission request specific production modules added as well and not just the same storage type constantly.
I dedicate in order to question,
universalizing fearlessness,
I seal the output of intelligence,
with the crystal tone of cooperation,
I am guided by the power of elegance.
tarax007
Posts: 78
Joined: Sun, 24. Apr 05, 22:21
x4

Re: [Feedback] Collection of Feature and balance requests

Post by tarax007 »

This section will deal with Trading and Construction based feedback

I have not had a chance to try out the war economy a whole lot yet since you fixed it.
So my own feedback here is a little lackluster, I will try to add whatever people suggest in this thread as we move on or i come up with something myself later.

But I do have a few points i would like to raise.

Construction of stations
Maybe i have been imagining it, but i am sure i have seen the ai build "inverted" structures and had parts being able to be placed in manners we as the players cant do ourselves? True or false i cant say, PLEASE correct me there if i am wrong!

But the bottom line here is this, i realize that you wont add more parts before expansions, and i am fine with that.
  • Please allow us creative folks to rotate parts on all axis so we can place certain parts where we currently can't with the one way rotation, what is it only X axis now?.
  • Please also if it is reasonably possible, allow us to invert certain structures. One concrete example would be the refined metal production module.
    Currently it leans one way, but someone like me who loves symmetry would love to place things side by side in an inverted fashion.

    Second point is also in regards to stations, specifically trading.
    There are 2 things i see as fairly popular requests.
    • Currently you cant manually set what a ship is supposed to trade for a station, when you do the station manager/AI reset whatever you change back to all wares, please allow us to change this for the manager as well, saving any changes we make to specific ships.
    • Another popular request i see all over the place is the inclusion of blacklist/whitelisting (blacklist will likely make more sense) for systems.
      If you are in war, you don't necessarily want certain ships to go through systems of conflict!
I dedicate in order to question,
universalizing fearlessness,
I seal the output of intelligence,
with the crystal tone of cooperation,
I am guided by the power of elegance.
tarax007
Posts: 78
Joined: Sun, 24. Apr 05, 22:21
x4

Re: [Feedback] Collection of Feature and balance requests

Post by tarax007 »

This section will deal with Combat and flight based feedback

This will be the longest input as it seems most people around have a lot of opinions about this specifically at this moment.

Some of the issues that revolves around the balance of combat, stands between capital ships and fighters (S-types).
But it appears the point people have been trying to make has not fully come across to the devs.

One of these revolves around the fact of how the shields functions together with the booster.
The other is about the weapons and specifically what can be used and on on what.

As well as controlling Turrets, fighters/subordinates & wings when in the pilot seat of ie a carrier.
(I have not piloted a destroyer yet, but from what i gather its similar with destroyers)

- 1: Commanding turrets, drones and fighters -
This mainly applies to L+ ship turrets, But also any ship that holds drones, I have personally not tried the destroyers yet.
There is a complete absence of control over your turrets and drones when you pilot a capital ship.
  • At the very least, please add the same turret control that M-ships have for their turrets to carriers.
Preferably i would also like to see additions to the right click command menu - when piloting a cap-ship.
  • One option to tell drones/fighters and turrets to attack something specific, aka focused fire.
  • Open general fire against any and all hostiles around you. "Defend ship" dose not seem to be very aggressive as it stands
  • Or simply to hold fire & docking at .
This seems to reasonable be possible short term. As some of these seem to be available on the map if you don't pilot the ship you are using.
But would be nice to have it while flying manually as well basically.

As it is now exiting the pilot chair -> letting AI captain take over -> going into the map and there try to tell them (often in vein) what to do.
It required a lot of manual input that seems to also get overridden by the ai at times - making it a bit clunky and a chore to maintain. Maybe i am a derp though!
It prevents you from actually participating and watching the battle myself :P

- Now over to Long term
Another thing really want to see done asap, atm Missile turrets are all automatic as well.
I feel since this is a Limited resource, this really should when the player is piloting a Large+ ship be fully manually controlled.

Secondly since we have bridges and several captain chairs in these capitals. Please at some point reinstate the manual turret control from older X games.
What you now have is the perfect opportunity to implement a "turret command chair" where you can allow the AI to pilot the ship, while you yourself control all turrets individually or "generally/automatically" defending the ship from threats.

- 2: Shields -
Here there is a massive issue, especially for capital ships again.
This revolves around how boosting is designed. How boosting fully depletes the shields on the ship, under 8 seconds.
Allowing a simple pee shooter to keep the shields down - making combat be a bit stale and make really no sense as a result, unreasonable and frustrating.
  • Please for the time being prevent AI from boosting on L & XL ships, so they do not drain shields down to 0% mid combat.
    There simply is no reasonable gain in speed and basically self sabotages the ship and renders it useless for no good reason.
I personally, together with a lot of others it seems, feel shields need to be a constant rather than a trigger.
The constant recharge would prevent a small pee shooter from basically disabling a capital ship shields in unreasonable time frames.

People are of the opinion that boosters need to be bound by either it separate cap - or by a weapon pool of energy instead as well.
I will return to this later. But again this I realize would be a big change and likely not happen anytime soon before 2.0.

As a side note - I would FULLY approve of EMP and Ion based weapons - forcing shields not to recharge for a certain amount of time.
In fact that would make sense, and quite frankly be cool :P

- 2: S Ships and Weapons -

As it stands now there are no limits as to what a small ship can use as far as guns go, this kinda make "ship types" go out of the window, and hence it's kinda a big issue. I gathered there are a few possibilities of change being possible to negate this and balance things out a bit.

- My first, short term suggestions
Here is one change i would think would be a short term solution to negate some of the issues of s-ships being a bit to powerful against larger ships. But even with the long term changes i will go into later, this too would apply somewhat.

Specifically, limit what type of weapons ships can used based on their type or even more interestingly, that and also by race.
But for simplistic reasons, lets start by making some examples for allowed weapon types for each ship type in S-M ships.

- S-Type ships -
  • Scouts: Pulse only, maybe also either Shard or bolt.
  • Couriers: Pulse, Shard, bolt & Dumb-fire missiles.
  • Interceptor: Pulse, Shard, Dumb-fire missiles (Maybe??)
  • Fighter: Pulse, Ion, Bolt, shard & Dumb-fire.
  • Heavy fighters: Pulse, Beam, Ion, Bolt, shard, Dumb-fire & Tracking (1 or 2 plasma MAX)
  • Miner: Pulse, Mining laser
- M-type ships weapons
  • Miner: Pulse, Mining, Dumb-fire & Tracking.
  • Frigate: All except no Plasma & Torpedo
  • Bomber: Plasma, Dumb-fire, Tracking, torpedo
- M-Type Turrets
  • Miner: Mining & Pulse
  • Transport: Pulse, Bolt, shard
  • Frigate: All, but no Plasma
  • Bomber: All but no beam
I could go on with L ships but lets keep it at that as an example only.
Also to note, some missiles with really high damage regardles, should also be limited to Bombers & capital ship turrets only.

- Long term
Now off to the more extreme examples people have suggested and I also can see viable Long Term.
This is also where the Boosters I mentioned earlier would come in.
This would be another way to negate some of the issues of small ships being to powerful over capital ships.

First of all this would also only work best if the mentioned shield changes come true.
As in having shields have a set constant recharge over a "trigger" holding shield recharge back.

In eve online you have 3 things to keep track of, Cap, cpu and Powergrid.
Now that dose not necessarily make since to implement in X4 - So lets stick with the implementation of "Powergrid" and a a Capacitor.

First of all, you had something like this in the old X engine, On top of what i mentioned about weapon types being limited to specific ship types.
Specifically, and correct me if this is inaccurate, but you had the Shield generation output and weapon energy output. These would be very nice to bring back with X4 in the following manner.

Having a "power grid" for starters on all ships. Would stand as a maximum limit for how many weapons your ships can handle at once.
This would force you to be a bit more conservative and creative with weapon choices, and preferably force you to mix weapon types.
And actually make weapon grouping make more since and useful.

For example, it would negate a heavy fighter for going all out on plasma weapons which makes these way to overpowered over other s-type ships.
Maybe limiting it to 2 plasma and 1-2 dumb-fire/tracking missiles or maybe a pulse laser in the mix too.
Yes sure, heavy fighters should be stronger but not impossible to face by lets say an interceptor or other fighter even.

With that out of the way as and example. Secondly i think each weapon yes should have the overheat thing back. but you could either do this per weapon basis (Especially for plasma guns). but also then have them share the same capacitor/energy bar with the boosters.

As far as capacity, weapons and boosters go. Having these all linked instead would make combat more interesting and fun.
My thinking here is like with others too. It's that you only really realistically use boosting in combat now with the travel mode available to us.
And thus it would make sense to bind boosting to weapons over shields, shields that after all are vital for your survival.
And compromising that is basically self sabotage.

Maybe you could make use of the "burst weapon output / sustained weapon output" which are in the game already?
This would be another way to negate some of the issues of small ships being to powerful over capital ships.

First of all this would also only work best if the mentioned shield changes come true.
As in having shields have a set constant recharge over a "trigger" holding shield recharge back.

In eve online you have 3 things to keep track of, Cap, cpu and Power grid.
Now that dose not necessarily make since to implement in X4 - So lets stick with the implementation of "Power grid" and a a Capacitor.

First of all, you had something like this in the old X engine i think, On top of what i mentioned about weapon types being limited to specific ship types.
Correct me if this is inaccurate, but you had the Shield generation output and weapon energy output? These would be very nice to bring back with X4 in the following manner.

Having a "power grid" for starters on all ships. Would stand as a maximum limit for how many weapons your ships can handle at once.
This would force you to be a bit more conservative and creative with weapon choices, and preferably force you to mix weapon types.
And actually make weapon grouping make more since and useful.

For example, it would negate a heavy fighter for going all out on plasma weapons which makes these way to overpowered over other s-type ships.
Maybe limiting it to 2 plasma and 1-2 dumb-fire/tracking missiles or maybe a pulse laser in the mix too.
Yes sure, heavy fighters should be stronger but not impossible to face by lets say an interceptor or other fighter even.

With that out of the way as and example. Secondly i think each weapon yes should have the overheat thing back. but you could either do this per weapon basis (Especially for plasma guns). but also then have them share the same capacitor/energy bar with the boosters.

As far as capacity, weapons and boosters go having these all linked instead would make combat very interesting.
My thinking here too is that you only really realistically use boosting in combat now with the travel mode available to us.
And thus it would make sense to bind boosting to weapons over shields that are vital for your survival.
I dedicate in order to question,
universalizing fearlessness,
I seal the output of intelligence,
with the crystal tone of cooperation,
I am guided by the power of elegance.
Orioniys
Posts: 11
Joined: Sun, 8. Mar 15, 10:18
x3tc

Re: [Feedback] Collection of Feature and balance requests

Post by Orioniys »

Nicely written, I would agree with almost all QoL suggestions.

Also I would add that station segment prices kinda all over the place. Habitat blueprints are ridiculously expensive, food related segments have relatively high building price for basic resource production. It's a bit inconsistent.

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