Question on guild / war missions

This forum is the ideal place for all discussion relating to X4. You will also find additional information from developers here.

Moderator: Moderators for English X Forum

BrasatoAlBarolo
Posts: 1404
Joined: Sat, 1. Dec 18, 14:26
x4

Question on guild / war missions

Post by BrasatoAlBarolo »

Hey everyone! How are you? Is the game going? Have you already built your own shipyard? I'm very far from that, slowly gaining money.
Spoiler
Show
After a tip in another post, I discovered I can EMP bomb a neutral ship to get its blueprint, that's good news!
Anyway, back to the subject.
My question is: does completing guild / war missions (of any kind) actually give and advantage to the faction involved? Does accepting and completing many missions for "Argon vs. Xenon" (as an example) actually give Argon the strenght to defend itself and counterattack? And I'm not talking about aggressive missions only, but also those "place satellite" or "destroy mines" missions. How much effect can we have from those kind of missions (from your experience)? I ask because it is not really clear to me.

Thank you everybody, especially if a Egosoft man / woman / teladi can give us some info on the matter.
radcapricorn
Moderator (English)
Moderator (English)
Posts: 3230
Joined: Mon, 14. Jul 08, 13:07
x4

Re: Question on guild / war missions

Post by radcapricorn »

Not sure how destroying mines that spawn specifically for that mission can lead to any advantage. That's tilting at windmills. But that's just me :roll:
BrasatoAlBarolo
Posts: 1404
Joined: Sat, 1. Dec 18, 14:26
x4

Re: Question on guild / war missions

Post by BrasatoAlBarolo »

radcapricorn wrote: Wed, 6. Mar 19, 12:29 Not sure how destroying mines that spawn specifically for that mission can lead to any advantage. That's tilting at windmills. But that's just me :roll:
I agree on that, but I think there should be some sort of "war points" for one of the sides involved, perhaps based on the mission difficulty. Just to have some consequences on your actions.
pvarn
Posts: 48
Joined: Mon, 28. Jan 19, 21:22

Re: Question on guild / war missions

Post by pvarn »

I suspect we have no way of knowing without a dev informing us what's intended in the code, but things I know I CAN do to help any faction defend itself. Trade with them to strengthen their economy and station assets and when in a fight, send them your own re-reinforcements or get into the fight yourself to turn the tide.
-Pv-
BrasatoAlBarolo
Posts: 1404
Joined: Sat, 1. Dec 18, 14:26
x4

Re: Question on guild / war missions

Post by BrasatoAlBarolo »

pvarn wrote: Thu, 7. Mar 19, 05:50 I suspect we have no way of knowing without a dev informing us what's intended in the code, but things I know I CAN do to help any faction defend itself. Trade with them to strengthen their economy and station assets and when in a fight, send them your own re-reinforcements or get into the fight yourself to turn the tide.
-Pv-
Yes, indeed. But this is "active" involvement, bound to the economic system working as intended. What about some sort of "guild plot" that helps the factions in some other ways?
I'm talking, for example, something like "after completing x repair satellite missions, the faction increases its ship cap, thus building more destroyers / freighters / ...". Is this kind of behaviour realistic / planned?
Falcrack
Posts: 5722
Joined: Wed, 29. Jul 09, 00:46
x4

Re: Question on guild / war missions

Post by Falcrack »

radcapricorn wrote: Wed, 6. Mar 19, 12:29 Not sure how destroying mines that spawn specifically for that mission can lead to any advantage. That's tilting at windmills. But that's just me :roll:
Yeah, I hate "war" missions that are assigned that can have no meaningful impact at all on the states of the war. Things like "scan for spaceweed on ships", or "drop a resource probe". These activities have precisely zero impact on the war, they are all roleplaying fluff. Which I hate. When I want war missions, I want missions that will have an actual impact on the WAR. Not just being able to imagine in my mind some way that it will have an impact, but for there to be an actual, tangible reason for the mission.
reanor
Posts: 804
Joined: Thu, 23. Oct 03, 01:39
x4

Re: Question on guild / war missions

Post by reanor »

BrasatoAlBarolo wrote: Thu, 7. Mar 19, 08:58
pvarn wrote: Thu, 7. Mar 19, 05:50 I suspect we have no way of knowing without a dev informing us what's intended in the code, but things I know I CAN do to help any faction defend itself. Trade with them to strengthen their economy and station assets and when in a fight, send them your own re-reinforcements or get into the fight yourself to turn the tide.
-Pv-
Yes, indeed. But this is "active" involvement, bound to the economic system working as intended. What about some sort of "guild plot" that helps the factions in some other ways?
I'm talking, for example, something like "after completing x repair satellite missions, the faction increases its ship cap, thus building more destroyers / freighters / ...". Is this kind of behaviour realistic / planned?
Whats already in the code, is if you continue doing a war effort mission for one specific faction, you will be helping them to expand to their 'enemy' territory, which is usually the competing neighboring faction. Argon faction does have some war effort missions against Xenon, but the last time I tried before v2 it was bugged, or unfinished, since you had to go to Xenon space and try to find some ship that stupid scientists decided to take there, without speaking to the government.

Majority of war effort missions finish with major 5 step Invasion on a neighboring faction. Say you side with PARs and they will go against HOP. You will do some shorter missions and then they will start advancing into HOP territory, while you supposed to help. I don't know if much changed after v2, from what I saw from the release notes nothing much changed, so in those last steps called INVASION, you are not given very specific description what exactly you need to do, all it says that you have to "secure a <sector> and 'any ship you can spare would be a great help". I believe that having now some war logic fixed in v2+ and factions can build defense stations, securing a sector most likely means destroying all the enemy faction stations in that sector so that the station you side with could send their builders and take over the sector. But there is definitely some logic already in game that allows your completed missions hold some real consequences. The War Effort missions with factions, I believe, are the only missions that have those real consequences. They are marked in a guide as the most interesting and dangerous missions in a game. Which I guess makes sense, since you have to side with one faction and realistically, you will have to go to war with the competing faction. The problem is tht like you mentioned, there is very little to no interaction of that faction with player, or there is, is missions you accept and even in those the description of what needs to be done is very vague... at least in the Invasion steps of the war effort missions...
“The dark and the light, they exist side by side." ... “It is often in the darkest skies that we see the brightest stars."
BrasatoAlBarolo
Posts: 1404
Joined: Sat, 1. Dec 18, 14:26
x4

Re: Question on guild / war missions

Post by BrasatoAlBarolo »

I'm avoiding the missions actually hurting my relationship with "customers", so I'm just building stations, assembling fleets, shooting mines, ...
No "support the invasion" or "kill the ship", so I expect the effects to be less, but still I'm failing to see any.

Return to “X4: Foundations”