[Request] Let players rename their own lockboxes

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

user1679
Posts: 1090
Joined: Fri, 20. Jul 18, 23:20

[Request] Let players rename their own lockboxes

Post by user1679 »

Request:

Let players rename their own lockboxes in the same manner they can rename beacons and satellites.


Detail:

After getting scanned by Argon Police while in my spacesuit and them getting angry because I had contraband, I started dropping my illegal wares more often. Unfortunately I don't always get to drop everything in one lockbox and when I went looking for my unstable crystals, it took a bit of time to find them.

Currently the only way (besides pen and paper) to mark a lockbox is to drop a beacon next to it and rename that. Renaming our lockboxes would not only make it easier to remember what's where, but it would also give the CPU one less thing to track every update cycle because we wouldn't need to deploy beacons. I would even be OK with having to pay a fee to drop a lockbox to help offset the $ from the economy that wouldn't be spent on beacons.
sirprosik
Posts: 118
Joined: Fri, 22. May 09, 13:58
x4

Re: [Request] Let players rename their own lockboxes

Post by sirprosik »

Depending on where you are some races will destroy player lock boxes.
PAR did quite often near defense stations and gates while gaining faction with them destroying xenon ships.
Candaan001
Posts: 69
Joined: Mon, 25. Oct 21, 06:33
x4

Re: [Request] Let players rename their own lockboxes

Post by Candaan001 »

sirprosik wrote: Thu, 21. Nov 24, 20:22 Depending on where you are some races will destroy player lock boxes.
PAR did quite often near defense stations and gates while gaining faction with them destroying xenon ships.
I think most do.
However once you get teleport, you can just ...'Oops! teleported to a different sector! What a shame!"
If your transporting illegal goods, use the mirage mod so they think you're empty!

Early game if I need mods I'll go chase down BUC fighters and Prometheus, get the pilot to eject then claim the ship and strip the mods.
RainerPrem
Posts: 4610
Joined: Wed, 18. Jan 06, 07:39
x4

Re: [Request] Let players rename their own lockboxes

Post by RainerPrem »

In the actual game, I made a habit of dropping all illegal loot in my private office safe immediately. No longer police harassment of the richest person in the universe.
azaghal
Posts: 393
Joined: Wed, 21. Mar 07, 13:19
xr

Re: [Request] Let players rename their own lockboxes

Post by azaghal »

I seriously think this is simply one of the most annoying mechanics in the game (the personal inventory illegal wares), and probably should be just completely removed from the game. On my current playthrough I am going full vanilla, and tend to skip the guild mission chains with station hacks just so I wouldn't have to go through the whole cycle of jumping to the HQ, walking to lab to pick up the required hack tool, then teleporting back to destination station.

If playing modded, though - one could always resort to the mod...

Best regards,
Branko
User avatar
stooper88
Posts: 372
Joined: Sat, 7. Jul 07, 02:48
x4

Re: [Request] Let players rename their own lockboxes

Post by stooper88 »

The OP posted that the cargo scan happened while in their spacesuit, which I find very unfortunate. I've never had security take interest while I wasn't onboard a ship.

As for whenever I was actually scanned, it seemed to only matter if I was actually piloting the ship at the moment. If an NPC pilot was in control, the scan would be passed without incident. If not, I would just get up from the seat and then the scan would pass.
Candaan001 wrote: Fri, 22. Nov 24, 03:06 However once you get teleport, you can just ...'Oops! teleported to a different sector! What a shame!"
I do wonder what would happen if one were to teleport away in the midst of a spacesuit scan. Would it count as evasion and cause the scanning NPC to go hostile? I had several pulsars on cleanup duty collecting drops and depositing inventory on repeat orders while set to "escape" from cargo scans. I assumed any sector security that they ran from would eventually cease hostility and return to neutral after my pilots got away. But when I ran across a very angry Teladi Phoenix hurtling through sector gates (across other factions' jurisdictions), I realized that "getting away" doesn't always mean the encounter has ended. So it would be amusing if teleporting away resulted in similar inter-sector vigilantism.
Beware the pirate spacesuit patrols!
user1679
Posts: 1090
Joined: Fri, 20. Jul 18, 23:20

Re: [Request] Let players rename their own lockboxes

Post by user1679 »

I haven't started research yet so no teleport. But I wonder if it would still cause the NPC faction to go hostile, like when you fly away in your ship. And yes, I was in Argon Shipyard when I used my spacesuit so I could use my repair laser and my spacesuit was scanned. Somehow I was able to put 100 algae scrubbers, 55 micro gimbals and 28 unstable crystals in my pocket. The Argon Police objected to the crystals, I guess they're not very spiritual.

Maybe it's just an oversight that boxes can't be renamed, but I think it would be a useful storage system for players who might not want to build a sation. In fact, it could be a new gameplay mechanic where pirates will steal your lockbox, requiring you to have a patrol flying from box to box to keep them safe.

Return to “X4: Foundations”