[REQ] Seperate boost from shields
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[REQ] Seperate boost from shields
I have been playing the demo for the upcoming Everspace 2, and I have to say, its a lot of fun to have a seperate bar for boosting. The devs said before X4 launched that they were not sure about shield draining boost, and were considering changing it, and it was something I always wanted to see changed.
Is it possible to get a prototype of this functionality with a mod to test?
I think it would be much better, but i'de need to try it. A boost bar could also add to ship and racial variety, with some ships having a better one and racial engines having differences.
Is it possible to get a prototype of this functionality with a mod to test?
I think it would be much better, but i'de need to try it. A boost bar could also add to ship and racial variety, with some ships having a better one and racial engines having differences.
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Re: [REQ] Seperate boost from shields
i tried to find a way for it, but failed, it may be just hardcoded. Disabling boost is not a problem, but separating it from shield is impossible IIRC
If anyone has different experience I would also be glad to hear.
If anyone has different experience I would also be glad to hear.
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Re: [REQ] Seperate boost from shields
That's also my experience. Only way I've found is to mod both, shields and engine, to delay the shield drain during boost. For example
let you boost a long time and
will recharge your shields very fast.
Cheers Euclid
Code: Select all
<boost duration="30" thrust="20" attack="0.25" release="1" />
<travel charge="2" thrust="20" attack="10" release="10" />
Code: Select all
<recharge max="10370" rate="1600" delay="0.4" />
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Re: [REQ] Seperate boost from shields
You can fix this by potentially allowing travel drive while being hit. That basically makes you able to run away whenever since travel drive activate immediately for S ships and it's same effect like boost. Then mod engines boost duration to zero so just use travel mode.
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Re: [REQ] Seperate boost from shields
Don't think it's possible because boost duration directly tied to shield health seems to be something you can't modify. Example, if boost duration is 10 seconds that means if you boost for 10 seconds it would deplete 100% shield. Boost 1 second you lose 10% shield.
Potentially, you would first change boost duration to something like 100000 so that boosting shield drain would not be noticeable. That gives you the ability to basically boost forever. But, how would we have some sort of new method to limit boost usage is another challenge.
Because, right now we can easily make it so you can either boost forever, or you can't boost at all and use travel drive only. That's easy to do.
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Re: [REQ] Seperate boost from shields
This is hardcoded.
Doing this via script (md) would be very unperformant.
I also would love, if you could add heat instaed...
Doing this via script (md) would be very unperformant.
I also would love, if you could add heat instaed...
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Re: [REQ] Seperate boost from shields
What if, you disable boost entirely, but then mod the ships to add an invisible hardpoint for a new boost device which can then be bound to a hotkey, that acts sorta like boost but isn't. Being a separate device entirely from the normal propulsion system, couldn't you do all sorts of wizardry with it, such as energy bar or overheat mechanics?
ED: This also means that the device would be more like in x3, something you buy, and not all ship will have it. There could also be different levels of effect for ship size, or even have it for S and M size only.
ED2: i just randomly realised, if you could do this, you could inversely make a shield booster for L and XL ships as well no? Kinda like a siege module that increases a ships defence for a time.
ED: This also means that the device would be more like in x3, something you buy, and not all ship will have it. There could also be different levels of effect for ship size, or even have it for S and M size only.
ED2: i just randomly realised, if you could do this, you could inversely make a shield booster for L and XL ships as well no? Kinda like a siege module that increases a ships defence for a time.
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Re: [REQ] Seperate boost from shields
You could just use event_object_shield_damaged and set it to 100. This way you should be able to boost forever 
Cheers Euclid

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Re: [REQ] Seperate boost from shields
That is certainly the simplest solution, but it isn't necessarily the most fun though. I mean, fun for those who still want some sort of cost for use... in some ways travel mode is the same in that regard, it has no cost which is a bit meh...
Anyhooooo - What I mentioned before, if it is possible, is the only way i could think of having boost still act like boost with a cost but without it tied to the shields, by having it as a new bit of equipment.
Anyhooooo - What I mentioned before, if it is possible, is the only way i could think of having boost still act like boost with a cost but without it tied to the shields, by having it as a new bit of equipment.
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Re: [REQ] Seperate boost from shields
I've seen this during pre-release live stream.
it was greatest dissapointment when I found out they didn't do it when X4 got released.
Separate boost bar / per ship stat
Separate heat bar /per ship stat
Would definetly be another step towards making X4 ships feel much less like copy/paste.