Why do they do this? Why can't this behavior be disabled? This seems strategically unsound, especially when entering hostile or dangerous sectors.

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Probably to avoid collisions.RubyRezal wrote: ↑Wed, 6. Nov 24, 17:28 Whether in system or out of system, I've noticed many of my captains will boost away from exiting jump gates until their shields are depleted.
Why do they do this? Why can't this behavior be disabled? This seems strategically unsound, especially when entering hostile or dangerous sectors.![]()
I wasn't aware, thanks for the link!mr.WHO wrote: ↑Sun, 10. Nov 24, 15:24 Another reason to vote to pinned poll at the top of this forum - vote for new booster logic:
viewtopic.php?t=467680
Yes, this is exactly the reason. It has nothing to do with distances or hitboxes on the gate exit side, or other ships approaching the gate from that side. It's to do with clearing the gate exit area so that other ships coming through the gate from the other side don't land on top of the first ship and have exit routes of their own to get out of the way of further ships. This can obviously happen with any ship that comes through, but it's particularly noticeable with ships travelling in a fleet. With unknown numbers and sizes of ships that could come through the gate, the clearance distance has to be fairly generous.vvvvvvvv wrote: ↑Thu, 7. Nov 24, 01:44 Probably to avoid collisions.
i'm not sure if you remember x3. But in x3 if you personally drove a boron TL (station carrier. A ship that delivers station to destination) through a gate, there was a good chance that on other side you'd be greeted with dozens of dying screams and angry police. Because the ship would plow through all the small ships there and they'd die on impact.
So, is it about the distance or not?
I wonder if you guys ever considered bigger "directional" gates. Like where ships enter from one side and exit from another. Or separate "lanes" for gates i.e. ships enter on upper half, and exit on lower. Like it was done with highway accelerators. Won't eliminate problem of collisions fully, but would reduce it. The gates as they're now are quite small, and capitals do not really fit through them. That's why they don't even jump through the gate anymore - just teleport from vicinity of the gate into vicinity of the gate.CBJ wrote: ↑Mon, 11. Nov 24, 17:07Yes, this is exactly the reason. It has nothing to do with distances or hitboxes on the gate exit side, or other ships approaching the gate from that side. It's to do with clearing the gate exit area so that other ships coming through the gate from the other side don't land on top of the first ship and have exit routes of their own to get out of the way of further ships. This can obviously happen with any ship that comes through, but it's particularly noticeable with ships travelling in a fleet. With unknown numbers and sizes of ships that could come through the gate, the clearance distance has to be fairly generous.vvvvvvvv wrote: ↑Thu, 7. Nov 24, 01:44 Probably to avoid collisions.
i'm not sure if you remember x3. But in x3 if you personally drove a boron TL (station carrier. A ship that delivers station to destination) through a gate, there was a good chance that on other side you'd be greeted with dozens of dying screams and angry police. Because the ship would plow through all the small ships there and they'd die on impact.
So a single ship can effectively block a gate?
No, so a single ship doesn't block a gate / cause collisions / teleportation issues or boost away its shields. It's just held in-transit a little longer to allow for a less troublesome exit. A buffer if you will. Far from ideal, but as it's basically what Superhighways do due to transit time, it might help.RainerPrem wrote: ↑Tue, 12. Nov 24, 15:27 So a single ship can effectively block a gate?
Maybe the devs should take a look at David Weber's Honor Harrington series. ("At Basilisk Station" is free on Amazon and Baen). These books contain detailed descriptions how to organize travel through wormholes, even one with six different routes.
The core issue is that AI ships stop and wait in front of the gate, and the safe distance requirements between ships limit how many can gather near it. Even though X4 doesn’t have that many capital ships traveling at once, these restrictions clog gate traffic, especially when a large fleet needs to pass through.Scoob wrote: ↑Tue, 12. Nov 24, 16:21 No, so a single ship doesn't block a gate / cause collisions / teleportation issues or boost away its shields. It's just held in-transit a little longer to allow for a less troublesome exit. A buffer if you will. Far from ideal, but as it's basically what Superhighways do due to transit time, it might help.
Boosting is an attempt to clear the gate area, but it causes issues. Teleportation is a way to clear the gate area, but it causes issues. Extra speed on exiting a gate is a way to clear the gate area, but it can back-fire causing collisions. The issues can be seen around any busy Gate exit - the Gate between Hatikvah's Choice I and Silent Witness I being a good example. Especially if the player has Defence Platform and Fleet guarding the exit to the gate from Tharka's Cascade XV as I do. All the listed issues can clearly be seen.
The nature of gates is the fundamental issue, some sort of Queue system would be a logical solution, with a gate "buffering" ships until the exit is clear. It's not elegant though. I'd still suggest larger gates, with clear exit/entrance "zones" such as left/right or upper lower halves when used by the AI. With ships retaining any speed and momentum to reduce the chances of snags. The player can barge their way through regardless of course, their call.