It's quite a hassle when having multiple stations in the same system that you need a ton of traders just so logistics stay alive.
Building mega station takes way too long as construction workers doesn't seem to have the ability to do multi threading.
Can we get a new module that basically allows in-system cargo yeeting at a cost of energy cells per yeet? Can even have an achievement of intercepting such cargo.
[Suggestion] In-system mass driver delivery system
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Re: [Suggestion] In-system mass driver delivery system
Not saying there isn't space for improvements, the game already provides quite a few different tools to improve your internal logistics. Tweaking your logistics by making use of them is part of the Four-X experience:
Trade /Fight/ Build / Think
A list of tools refering to your issue which all work differently:
Station-Assigned traders (mostly handled by station manager)
Fill shortages order
AutoTrader order
Also by combining those above with different types of ships (S/M/L), ship modifications (to improve their efficiency), crew management / usage of better and more pilot/crew (fill shortages and auto-trader affected by this), station and sector placement, you could improve your ware throughput / ware transfer efficiency by a lot by either be able to reduce ship count or same ships transfer more wares in same time
Iirc in earlier versions stations could build cargo drones which were supposed to exchange wares with nearby (player-owned?) stations automatically. It was removed for reasons I don't remember but it was either performance or not working properly. In exchange, the other methods listed above were all improved significantly over time.
Not disregarding your suggestion, it seems a little bit that you want a "one-click-solution". But that would reduce the Four-X gameplay part by quite a margin. Instead it would be nice to see some improvements in the existing tools, for example a better crew management which makes it easier to transfer / auto-fit / store thousands of crew or beeing able to select categories of wares station assigned ships are allowed to trade (e.g. assign L traders to station only allowed to trade sell wares without creating exceptions to stations/blacklists/whitelists for every tiny ship/station.
Trade /
A list of tools refering to your issue which all work differently:
Station-Assigned traders (mostly handled by station manager)
Fill shortages order
AutoTrader order
Also by combining those above with different types of ships (S/M/L), ship modifications (to improve their efficiency), crew management / usage of better and more pilot/crew (fill shortages and auto-trader affected by this), station and sector placement, you could improve your ware throughput / ware transfer efficiency by a lot by either be able to reduce ship count or same ships transfer more wares in same time
Iirc in earlier versions stations could build cargo drones which were supposed to exchange wares with nearby (player-owned?) stations automatically. It was removed for reasons I don't remember but it was either performance or not working properly. In exchange, the other methods listed above were all improved significantly over time.
Not disregarding your suggestion, it seems a little bit that you want a "one-click-solution". But that would reduce the Four-X gameplay part by quite a margin. Instead it would be nice to see some improvements in the existing tools, for example a better crew management which makes it easier to transfer / auto-fit / store thousands of crew or beeing able to select categories of wares station assigned ships are allowed to trade (e.g. assign L traders to station only allowed to trade sell wares without creating exceptions to stations/blacklists/whitelists for every tiny ship/station.
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Re: [Suggestion] In-system mass driver delivery system
I don't think that's a good idea, logistics based on real ships are a big part of what drives the simulation and sets X4 apart.Sutopia wrote: ↑Mon, 22. Jul 24, 00:07 It's quite a hassle when having multiple stations in the same system that you need a ton of traders just so logistics stay alive.
Building mega station takes way too long as construction workers doesn't seem to have the ability to do multi threading.
Can we get a new module that basically allows in-system cargo yeeting at a cost of energy cells per yeet? Can even have an achievement of intercepting such cargo.
I'd support properly reimplementing the unintentional mass traffic feature that used to be in the game where stations in close proximity could exchange wares. As mentioned above it was removed as it didn't work properly/relied on things being in the same zone while zones are no longer obvious. I quite liked the visual effect of it.
And yeah, we should absolutely be able to assign multiple construction ships to a plot and have them build modules in parallel.
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Re: [Suggestion] In-system mass driver delivery system
You’re pretty much missing the whole point I’m bringing up by rephrasing what I’m trying to communicate being the problem. The system just doesn’t scale well, you need 10x traders if you 10x your production. Traders have no in game upkeep but it will eat your cpu like candies. The suggestion is an alternative to have an upkeep (energy cost per yeet) but scales better.Old Drullo321 wrote: ↑Mon, 22. Jul 24, 01:58 Not saying there isn't space for improvements, the game already provides quite a few different tools to improve your internal logistics. Tweaking your logistics by making use of them is part of the Four-X experience:
Trade /Fight/ Build / Think
A list of tools refering to your issue which all work differently:
Station-Assigned traders (mostly handled by station manager)
Fill shortages order
AutoTrader order
Also by combining those above with different types of ships (S/M/L), ship modifications (to improve their efficiency), crew management / usage of better and more pilot/crew (fill shortages and auto-trader affected by this), station and sector placement, you could improve your ware throughput / ware transfer efficiency by a lot by either be able to reduce ship count or same ships transfer more wares in same time
Iirc in earlier versions stations could build cargo drones which were supposed to exchange wares with nearby (player-owned?) stations automatically. It was removed for reasons I don't remember but it was either performance or not working properly. In exchange, the other methods listed above were all improved significantly over time.
Not disregarding your suggestion, it seems a little bit that you want a "one-click-solution". But that would reduce the Four-X gameplay part by quite a margin. Instead it would be nice to see some improvements in the existing tools, for example a better crew management which makes it easier to transfer / auto-fit / store thousands of crew or beeing able to select categories of wares station assigned ships are allowed to trade (e.g. assign L traders to station only allowed to trade sell wares without creating exceptions to stations/blacklists/whitelists for every tiny ship/station.