[ Proposals ] Enhanced Economy and Logistics

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abc0000
Posts: 88
Joined: Fri, 7. Jan 22, 20:54

[ Proposals ] Enhanced Economy and Logistics

Post by abc0000 »

Enhanced Economy and Logistics in X4: Foundations: Proposals for Improved Balance and Realism
Hello, developers and fellow players!
I’ve taken some time to structure my ideas regarding possible improvements to the game’s economy and logistics system. Below are my proposals, aimed at enhancing gameplay depth and creating new strategic opportunities.

1. Ship Repair Mechanics
Description:
Ship repairs (and module repairs for large ships and stations) on shipyards, carriers, or by other means should require the same resources used in the construction of the ship’s hull or modules.

Balancing Proposal:
  • [] Full repairs (100%) should consume 50% of the original resource cost required for production.
    [] Resource calculation should round down, but no resource cost should drop below 1 unit of each type.
Benefits:
  • [] Increased demand for resources: This will make the in-game economy more dynamic and production chains more significant for both players and AI factions.
    [] Enhanced logistics: Players will need to carefully plan resource deliveries to maintain their fleets during ongoing combat.
    [] Fixing current issues:
    • [] Players can repair ships using resources on their own stations without relying on credits.
      [] "Free" repairs by the crew will no longer be possible without spare parts, adding realism and challenge.
    [] Supply ships gain importance: Supply ships become critical for maintaining fleet operations.
  • Cargo space becomes significant: Combat ships with limited cargo will require additional planning, making fleet logistics a core gameplay element.
2. Workforce and Crew Logistics
2.1. Workforce for Stations
  • [] Stations with 0 workers will operate at only 33% or 50% production capacity.
    [] Reaching the maximum workforce will restore full production capacity (100%).
Balancing Mechanics:
  • [] Allow players to hire additional workers for credits, introducing a new economic consideration.
    [] Enable manual transportation of workers between stations for more efficient workforce management.
Benefits:
  • [] Adds depth to resource and workforce management.
    [] Players must balance resources and workforce availability for optimal production.
  • Improves immersion by introducing more realistic management mechanics.
2.2. Crew Logistics for Ships
Description:
Ships will require food and medical supplies in their cargo to ensure proper crew functionality.

Consequences of Lack of Supplies:
  • Crew and captain skills will not be applied to ship performance (effectiveness drops to "0 stars").
Additional Balancing Changes:
  • [] Adjust cargo space for all ship types to reflect new requirements.
    [] Allow all factories to trade food and medical supplies, but ensure factories keep a minimal stock for their own workforce.
Benefits:
  • [] Supply ships gain importance: Players will need dedicated supply fleets to support combat groups.
    [] Carriers become vital: Carriers will play a central role in resupplying fighters.
    [] Improved scouting: Scout fighters will benefit from larger cargo holds, allowing for extended missions.
    [] Increased autonomy of medium ships: Medium combat ships become more valuable due to their superior autonomy compared to light ships.
I hope these ideas are clear and align with the goals of X4: Foundations. Thank you for considering this feedback!
Falcrack
Posts: 5742
Joined: Wed, 29. Jul 09, 00:46
x4

Re: [ Proposals ] Enhanced Economy and Logistics

Post by Falcrack »

Ship repairs: I do think it should require consumption of wares, not just money (or nothing, in the case of player owned ships being repaired at carriers, shipyards, or equipment docks). 50% of the cost in wares seems reasonable (ie to fully repair from almost completely destroyed would require 50% of original cost to produce). Repair laser for minor repairs should still be free, as this cannot be automated and costs players time. But I would do away with passive repairs from crew that do not cost resources.

Maybe ships could have equippable hull repair kits that allow them to repair damage without the need to go to a dock. Repair drones would still require these kits to repairs, but would greatly speed up the process, even making quick repairs during battle.

Station workforce: I am in favor of making workforce more critical for station production. If that were the case though, I think the blueprint cost for habitation midules should be dramatically reduced, and players should start with a free small habitation module blueprint at the start of the game.

Crew logistics: Not in favor of needing to give them food and medical supplies. Too much micromanagement in my opinion. But I am in favor of paying them wages, similar to what I would need to spend in terms of food/medicine to maintain them. Also require having at least 50% crew on ships or else ships begin to accumulate damage (like with the "Wear and tear" mod by kuertee).

A lot of the OP's ideas sound like some of my own ideas for X4. Which means, they will be ignored!

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