Any more ships in the work for 3.0?
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Any more ships in the work for 3.0?
Currently in 3.0 Beta there is Teladi combat-freighter.
Are there any more ships in the work for 3.0 or post 3.0?
Both Teladi and Paranid need real heavy fighter (with 4+ guns).
I'd kill for XL size freighter.
Faction hull reskin for construction ship to make them at least marginally different from eachother.
Real pirate ships (e.g. improvised warships from existing freighter hulls - slab some hull platings and more turrets and you have ideal pirate ship that actually can fight, steal and carry it's loot).
Also I'd love if Eosoft goes more for "asymetric designs"/faction unique ships, to make them feel less copy/paste - like Nemesis, Minotaur Raider, Nodan.
Las but not least - more ships types for Xenon and Khaak - I'm bored to death shooting at the very same ships since X-Rebirth.
Are there any more ships in the work for 3.0 or post 3.0?
Both Teladi and Paranid need real heavy fighter (with 4+ guns).
I'd kill for XL size freighter.
Faction hull reskin for construction ship to make them at least marginally different from eachother.
Real pirate ships (e.g. improvised warships from existing freighter hulls - slab some hull platings and more turrets and you have ideal pirate ship that actually can fight, steal and carry it's loot).
Also I'd love if Eosoft goes more for "asymetric designs"/faction unique ships, to make them feel less copy/paste - like Nemesis, Minotaur Raider, Nodan.
Las but not least - more ships types for Xenon and Khaak - I'm bored to death shooting at the very same ships since X-Rebirth.
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Re: Any more ships in the work for 3.0?
Agree.
The Teladi and The Paranid, need of the Kea and the Medusa respectively.
For pirates, as their use Behemoth destoryers, could be great that their be Raider variant. Also a Raider variant of the Cormorant can fullfill the role of an assault transport.
The Xenons need of the XL and the J (and also be less aggressive in Hatikvah Choice), and Khaak's, their need better S ships, and capital ships.
The Teladi and The Paranid, need of the Kea and the Medusa respectively.
For pirates, as their use Behemoth destoryers, could be great that their be Raider variant. Also a Raider variant of the Cormorant can fullfill the role of an assault transport.
The Xenons need of the XL and the J (and also be less aggressive in Hatikvah Choice), and Khaak's, their need better S ships, and capital ships.
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Re: Any more ships in the work for 3.0?
I think Lino mentioned somewhere that theres another ship in the pipline for 3.0, cant remember where and dont quote me on that.
As for the kha'ak and xenon, the impression im getting from other discussions is that egosoft have no plans to flesh either of them out - which is indeed depressing. Ide like to see a Xenon Q at least. And the Kha'ak just need a complete rework, thaey were such a cool enemy with their clusters and strange tech, its a real shame to forget about them and leave them so simplified and gutted, imo.
Pirates could get kitbashed versions of pretty much anything yeh. Dont think we'll get much outside Split ships, the team is obviously swamped with work - i had hoped that the success of the game (its sold pretty good, right?) would mean the team would grow.
As for the kha'ak and xenon, the impression im getting from other discussions is that egosoft have no plans to flesh either of them out - which is indeed depressing. Ide like to see a Xenon Q at least. And the Kha'ak just need a complete rework, thaey were such a cool enemy with their clusters and strange tech, its a real shame to forget about them and leave them so simplified and gutted, imo.
Pirates could get kitbashed versions of pretty much anything yeh. Dont think we'll get much outside Split ships, the team is obviously swamped with work - i had hoped that the success of the game (its sold pretty good, right?) would mean the team would grow.
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Re: Any more ships in the work for 3.0?
On my 'dare to dream list'...
Ship designer/modeller app that you can download. Design ships with the existing modular parts. All players can take part and then Egosoft just pick from the best.
Surely they have something similar that they use already? That would kill 2 birds with one stone. Use the community to vote for their favourite designs even. Ahhh, to dream.
I would go to town on something like that. I would probably waste more hours there than I would in the game. No wait, I love the game too...
Ship designer/modeller app that you can download. Design ships with the existing modular parts. All players can take part and then Egosoft just pick from the best.
Surely they have something similar that they use already? That would kill 2 birds with one stone. Use the community to vote for their favourite designs even. Ahhh, to dream.
I would go to town on something like that. I would probably waste more hours there than I would in the game. No wait, I love the game too...
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- EGOSOFT
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Re: Any more ships in the work for 3.0?
Aside of the new teladi transporter/combat ship, the Paranid are getting a heavy fighter variant.
No additional ships currently in the pipeline.
No additional ships currently in the pipeline.
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Re: Any more ships in the work for 3.0?
Hey Lino, what's the reason that X4 doesn't have combat capital ships if you don't mind me asking? (Destroyers that can be killed by 2-3 Nemesis hardly count)linolafett wrote: ↑Wed, 15. Jan 20, 10:10 Aside of the new teladi transporter/combat ship, the Paranid are getting a heavy fighter variant.
No additional ships currently in the pipeline.
Any plans of adding them eventually?
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Re: Any more ships in the work for 3.0?
Maybe modders and ego can talk and arrange for ego to use modded ships and ego can give em a little polish and possibly retexture as im guessing there mostly done already and work ingame from what videos show. Saves ego making more from scratch.
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Re: Any more ships in the work for 3.0?
as I remember xl combat ships with lots of turrets kill performance to much, and players will inevitably build lots of themiforgotmysocks wrote: ↑Wed, 15. Jan 20, 11:03Hey Lino, what's the reason that X4 doesn't have combat capital ships if you don't mind me asking? (Destroyers that can be killed by 2-3 Nemesis hardly count)linolafett wrote: ↑Wed, 15. Jan 20, 10:10 Aside of the new teladi transporter/combat ship, the Paranid are getting a heavy fighter variant.
No additional ships currently in the pipeline.
Any plans of adding them eventually?
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
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Re: Any more ships in the work for 3.0?
Amount of turrets is always an issue, yes.
Split will have a destroyer with some more firepower, but nemesis will still be able to take it out without issues, as it wont have great shielding.
Split will have a destroyer with some more firepower, but nemesis will still be able to take it out without issues, as it wont have great shielding.
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Re: Any more ships in the work for 3.0?
Well, the amount of turrets was tuned down in general, so even capital ships would have very few turrets in comparison, i imagine. Compared to XR, everything was tuned down. Capitalships with destructable components and up to 250 turrets, graphics and effects, yet XR ran fine, even in larger battles. Concidering that X4 has alot fewer turrets, almost shallow graphics in comparison, i kinda fail to understand how such a critical shipclass is simply denied to any other faction except Xenon using the "performance" argument.linolafett wrote: ↑Wed, 15. Jan 20, 11:53 Amount of turrets is always an issue, yes.
Split will have a destroyer with some more firepower, but nemesis will still be able to take it out without issues, as it wont have great shielding.

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Re: Any more ships in the work for 3.0?
Simple reason i guess, player flown ships need different balancing and constraints then NPC-exclusive ones.iforgotmysocks wrote: ↑Wed, 15. Jan 20, 12:45 i kinda fail to understand how such a critical shipclass is simply denied to any other faction except Xenon using the "performance" argument.![]()
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Re: Any more ships in the work for 3.0?
If Egosoft included XL ships, they need to completely rework L ships.
I am using mods that add XL ships and god it made L ships completely useless. I hope we will at least get more variations in L ships. (One that has more main guns at the cost of L turrets, One that has more M turrets, or one that is anti capital which has many L turrets but fewer turrets than the average L class, etc...)
I am using mods that add XL ships and god it made L ships completely useless. I hope we will at least get more variations in L ships. (One that has more main guns at the cost of L turrets, One that has more M turrets, or one that is anti capital which has many L turrets but fewer turrets than the average L class, etc...)
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Re: Any more ships in the work for 3.0?
That makes no sense.pref wrote: ↑Wed, 15. Jan 20, 13:40Simple reason i guess, player flown ships need different balancing and constraints then NPC-exclusive ones.iforgotmysocks wrote: ↑Wed, 15. Jan 20, 12:45 i kinda fail to understand how such a critical shipclass is simply denied to any other faction except Xenon using the "performance" argument.![]()
They already are useless. A few heavy fighters are better than any destroyer and m-sized trade ships hold about 1/5th to about half the cargo of l traders being 3x faster.Warnoise wrote: ↑Wed, 15. Jan 20, 13:53 If Egosoft included XL ships, they need to completely rework L ships.
I am using mods that add XL ships and god it made L ships completely useless. I hope we will at least get more variations in L ships. (One that has more main guns at the cost of L turrets, One that has more M turrets, or one that is anti capital which has many L turrets but fewer turrets than the average L class, etc...)
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Re: Any more ships in the work for 3.0?
For me, Paranid fighters are the most beautiful of all, so it makes me happy to see Parani ship that can compete with Eclipse/Quasar/Pulsar.linolafett wrote: ↑Wed, 15. Jan 20, 10:10 Aside of the new teladi transporter/combat ship, the Paranid are getting a heavy fighter variant.
No additional ships currently in the pipeline.
Well, for me X-Rebirth turret count on XL ships was too much - I never fully disarmed Arawn nor Fulmekron - I gave out midway due to sheer amount of turrets.linolafett wrote: ↑Wed, 15. Jan 20, 11:53 Amount of turrets is always an issue, yes.
Split will have a destroyer with some more firepower, but nemesis will still be able to take it out without issues, as it wont have great shielding.
However in X4, XL ship simply have too few turrets for their size to cover their vast hull. IMO 1 or 2 more large turrets and 5-10 more small turrets would make XL ships just right, without going to X-Rebirth levels.
Warnoise wrote: ↑Wed, 15. Jan 20, 13:53 If Egosoft included XL ships, they need to completely rework L ships.
I am using mods that add XL ships and god it made L ships completely useless. I hope we will at least get more variations in L ships. (One that has more main guns at the cost of L turrets, One that has more M turrets, or one that is anti capital which has many L turrets but fewer turrets than the average L class, etc...)
Dude, the L-size ships in general is the only class that feels just right. They have enought turrets for their size with proper coverage (enemy is always in view of several turrets, which is not possible for M nor XL ships).
The only thing that could make them feel wrong is because people tread them like M2 (destroyer/battleship), while functionally they are functionally and by size the M7 (frigate).
Additionally take note that all L-size ships have drones and landing pads which make it easy for them to carry fighter screen on their own - combine warfare!
Also properly armed destroyer (Pulse large turrets, bolt small turrets and some heavy missile launchers) with fighter screen will easily murder several Nemesis, at least IS combat (OOS can be funky as always).
I fight destroyers the only classs that doesn't require any tuning, except maybe more weapons options for main destroyer guns.
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Re: Any more ships in the work for 3.0?
I just don't get it why there are no capital-combat-ships in X4.
Aren't many small ships a bigger problem for performance than a XL-combat ship?
Huge Capital ships are so important in almost every scifi and they were important in X before. So why just leave them out now?
It's really hard to grasp.
I don't see a big performance impact with mods which put them in also.
But L/XL-ship-combat-balance feels like a mistreated step-child in X4 anyway....
Aren't many small ships a bigger problem for performance than a XL-combat ship?
Huge Capital ships are so important in almost every scifi and they were important in X before. So why just leave them out now?
It's really hard to grasp.
I don't see a big performance impact with mods which put them in also.
But L/XL-ship-combat-balance feels like a mistreated step-child in X4 anyway....
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Re: Any more ships in the work for 3.0?
So what is the point of destroyer if an "M" ship beats them all without any trouble?linolafett wrote: ↑Wed, 15. Jan 20, 11:53 Split will have a destroyer with some more firepower, but nemesis will still be able to take it out without issues, as it wont have great shielding.
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Re: Any more ships in the work for 3.0?
You mean player controled M-ship.scryp wrote: ↑Wed, 15. Jan 20, 21:08So what is the point of destroyer if an "M" ship beats them all without any trouble?linolafett wrote: ↑Wed, 15. Jan 20, 11:53 Split will have a destroyer with some more firepower, but nemesis will still be able to take it out without issues, as it wont have great shielding.
NPC controled M-ship is a deathrap when send against destroyer.
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Re: Any more ships in the work for 3.0?
Primary use I have for them is long range artillery.
Useful ships if you like destroying ships & stations from a range at which they can't shoot back (over 10km with appropriate mods installed on main guns).
Certainly agree with that, M = flying coffin if sent anywhere near an enemy capital.
Generally the only use I have for them in my fleet is deck guns for my carriers & auxiliaries.
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Re: Any more ships in the work for 3.0?
M-ships are good patrol boats to fend off some pirate fighters and Minotaurs.GCU Grey Area wrote: ↑Wed, 15. Jan 20, 22:02 Certainly agree with that, M = flying coffin if sent anywhere near an enemy capital.
Generally the only use I have for them in my fleet is deck guns for my carriers & auxiliaries.
They are not ment for frontline anti-capship warfare, unless you have Nemesis with heavy torpedos (even then it simply takes too many torpedos to take out a capship)
M-size beat S-size
L-size beat M-size
S-size (in group) beat L-size
The circle is close and the only amomaly is Xenon I that bea everything and XL carriers that beat nothing (unless you ultra specify it with missiles or plasma).
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Re: Any more ships in the work for 3.0?
Do things slightly differently myself - S ships distract enemy capitals, while my destroyers blow them to bits from about 10km away (best enemies are those which can't shoot back). Carriers, aside from transporting S ships, also function as my strategic bombers for station demolition tasks. Mostly Plasma loadout, generally including turrets of docked M ships (normally around 25-30 M Plasma in total per ship).