[Suggestion] Stats like sensor range and missile/ammo capacity should be decoupled from the ship and be customizable

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Raptor34
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[Suggestion] Stats like sensor range and missile/ammo capacity should be decoupled from the ship and be customizable

Post by Raptor34 »

I'm thinking something like the outfit system from Endless Sky and Escape Velocity Nova. Not the full system of course, I don't want to balance/build my ship that way.

Instead, what I'm thinking is that each ship would have a certain amount of outfit space, and they could install these outfits, like sensors, ammo storage and all that kind of stuff. But of course these outfits would have mass too, so you could also choose to leave it empty either to cut down costs or to make it lighter for better performance.

Module suggestions:
1. Outfit space expansion
A simple one, you trade cargo space for more outfit space, maybe your scout ship doesn't need the cargo, but you want to carry more sensors for better range and space for satellites. This would have some kind of malus of course, so it isn't just a no brainer since currently cargo space is basically pointless. But don't make the malus that big either.

2. Cargo space expansion
The opposite, you trade outfit space for cargo space. I'll make it that freight transporters do not have much outfit space in the first place, because most of that space is already used for cargo so you don't just make super freighters or something. It'll be intended more for say if you want to use a destroyer or something as a ghetto freighter.

3. Passenger space expansion
In case you want a barracks to store your hand picked crew. Either make 2 versions, once that trades cargo space and one that trades outfit space. Or just have one that trades outfit space for passenger space, and it indirectly also makes use of outfit space expansions from cargo space to get more passenger space.

4. Sensor range module
More of these = more sensor range. As mentioned above, these have mass of course. So currently you can use mod parts for these, but the one done using mod parts are basically a free upgrade, but this system has a mass malus that makes ships less agile. Might not be relevant for most players of course, but it'll be something that distinguishes the two.
Oh, and of course these are mass producible unlike ship mods.

5. Sensor strength module
These decreases scan time, so you can scan faster.
Because I do not expect these to have fancy images or whatever, so while these modules might be mostly useless for the vast majority of players, it hopefully shouldn't cost too much to implement either.

6. Ammo storage module
Simple, more missiles and if we ever get ammo-using guns it can store for those too if you don't want to separate them.
On that note, I'll also decouple missile capacity from launchers as well.
And while we're at it, I'll unlock purchasing missiles from actually having missile launchers equipped. Maybe a toggle or something for advanced players. Like I could take a S courier, let it carry a couple hundred missiles and reload missile destroyers in the field.

7. Deployable capacity module
You can carry more satellites. Or whatever deplorables you want.

8. Drone storage module
Because why not. Not sure if they would be that useful. But it's all internal anyway.

Ship notes:
I'll again note that you'll be decoupling most of the things the above modules do from the ship itself, instead they'll have outfit space that allows them to carry the modules to replicate what they can currently do.
Freight Transporters: These ships would have minimal outfit space, to represent that most of that space is already used for cargo. So you can't just stack more cargo expansions on them.
Carriers: Most of their space is already taken up by fighter handling and storage, so they wouldn't have that much outfit space either. Unless you allow them to store and reload full up missiles not the raw materials, then having enough space for ammo storage modules would be interesting and also an additional balancing lever. You could have carriers with smaller fighter capacities, but large ammo storage areas so these would be more ideal for missile boats. Of course this does mean you can also use the carrier itself as a missile boat. More flexibility and out of the norm builds are good.

Side bonus note:
With these, I think it'll also be a good idea to introduce actual loadouts besides the current one's which are mostly useless since they are only based on price. Like you can sell a scout loadout with sensor modules and good engines but basic pulse lasers. Missile loadouts with ammo storage and missile launchers and so on. These could also be used for AI jobs too.
Falcrack
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Re: [Suggestion] Stats like sensor range and missile/ammo capacity should be decoupled from the ship and be customizable

Post by Falcrack »

I think that sensor arrays should be an option to install in place of existing weapon and turret mounts. It would make sense for example for scouts to have their single useless weapon be replaced with a sensor to give them extended visibility.
Raptor34
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Re: [Suggestion] Stats like sensor range and missile/ammo capacity should be decoupled from the ship and be customizable

Post by Raptor34 »

That's a good idea. And probably easier to make new models than designing a whole new system. Look at how buggy lost ship replacement is somehow.
Though what I really want is stuff like the increased ammo cap, which probably wouldn't work too well externally. I'll also note that apparently there are issues surrounding temporarily destroyed missile turrets and missile capacity as shown by another thread here, which is also why I think decoupling it is a good idea.

But anyway, being able to make our own command ship by replacing all the turrets with sensor arrays and then just parking it somewhere and assigning fighters to it would be nice. Since apparently if you set the ship itself as a PD wing, all the fighters would go back to the command carrier for repairs too. Would definitely help with anti-Khaak activities without little gaps from manually placing the PD circles.
GCU Grey Area
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Re: [Suggestion] Stats like sensor range and missile/ammo capacity should be decoupled from the ship and be customizable

Post by GCU Grey Area »

A lot of these things can be achieved by the existing in-game ship modification system. Chassis mods can already add extra drones, more missiles, longer radar range, etc. Catch is that it's mostly basic green mods & the effects are often rather underwhelming (e.g. +4 missiles). Might be easier (therefore more likely to happen) if the existing system was extended, with new higher tier mods offering substantially better effects.
Thomas2052
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Re: [Suggestion] Stats like sensor range and missile/ammo capacity should be decoupled from the ship and be customizable

Post by Thomas2052 »

Really like this idea.

It'll add a layer of customisation that wouldn't impact too significantly on the ship models whilst allowing for a lot of customisation.

I would even go so far as to stripping some of those abilities (cargo space, deployables, passenger space etc) without having the module installed! Will at least put my mind at rest about where my passengers go in the Moreya...

It's one of the aspects I quite like in Elite Dangerous - balancing your loadout with the ships intended function.

I also would look forward to all the unusual uses that might come about - trading frigates, missile couriers, command carriers etc.

Some ideas in addition to your own:

- High powered modules (allow non-Terran ships to mount Terran weapons - would also like more race-locked weapons that could only be mounted this way! Or even the current ones race locked, but I know that won't be popular)

- Boost Extender / Engine Overdrive / Hull Reinforcement etc - just boost a specific stat, no fiddly modifying involved. Might make some ships more viable - looking at you, slow Barracuda and Gladius...

- Cloaking modules. Either reducing radar range detection or as it is done in the beta.

- Self detonation device. Kamikaze attacks can now be a thing.

- For X/L - additional M or S hangars, or maybe even the option to sacrifice one for the other.

Perhaps larger ships could install multiple modules for greater utility to match their size, or just larger, more sizable bonuses to match.

I know some might say mods achieve this already, but this allows standardisation and specialisation without the material hunt and rng, and could be employed much more widely and uniformly, both by ai factions and player, potentially giving factions a real specific flavour on how they prefer to spend their slot.

Regards
Older. Not wiser.
Raptor34
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Re: [Suggestion] Stats like sensor range and missile/ammo capacity should be decoupled from the ship and be customizable

Post by Raptor34 »

GCU Grey Area wrote: Sun, 26. Jan 25, 19:18 A lot of these things can be achieved by the existing in-game ship modification system. Chassis mods can already add extra drones, more missiles, longer radar range, etc. Catch is that it's mostly basic green mods & the effects are often rather underwhelming (e.g. +4 missiles). Might be easier (therefore more likely to happen) if the existing system was extended, with new higher tier mods offering substantially better effects.
The problem is that it must be done manually. And I did mention the current mod system.
My idea is more factory builds than personal tinkering. And it would also come with a mass downside too, as in it increases the mass of the ship.
And also you can remove options you do not need and instead boost options you actually need.
I don't need my scouts to be able to carry missiles for instance, but having better sensors is useful.
My missile boats do not need good sensors, but carrying more missiles would be welcome.
Thomas2052 wrote: Sun, 26. Jan 25, 19:21

Perhaps larger ships could install multiple modules for greater utility to match their size, or just larger, more sizable bonuses to match.
It's more like say a fighter has 100 outfit space. And a basic sensor takes 30, a basic ammo storage takes 30 and a basic deployables storage also takes 30. So for a basic ship it would be exactly the same as currently, you'll have those 3 modules and it provides the same performance as current ships.
But your fighters don't need sensors or deployables, unless the AI is built to need sensors that is, so you can remove both those modules and add 2 additional ammo storage and now it can carry 3x the amount of ammo.
Of course you'll also have various other size options too that are more efficient. So say the basic sensor provides 40km sensor range for 30 space, but you can get an advanced one which gives 80km for 50 space for instance.
And all these modules have mass too which affects the flight characteristics of the ship. So you can also choose to run empty instead to save cost and give you a performance boost.
GCU Grey Area
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Re: [Suggestion] Stats like sensor range and missile/ammo capacity should be decoupled from the ship and be customizable

Post by GCU Grey Area »

Raptor34 wrote: Sun, 26. Jan 25, 21:20 The problem is that it must be done manually. And I did mention the current mod system.
My idea is more factory builds than personal tinkering. And it would also come with a mass downside too, as in it increases the mass of the ship.
And also you can remove options you do not need and instead boost options you actually need.
I don't need my scouts to be able to carry missiles for instance, but having better sensors is useful.
My missile boats do not need good sensors, but carrying more missiles would be welcome.
Fair enough, only mentioned it because it's been my observation over the years that the simpler a suggestion is to implement the more likely it is to happen. Particularly if it uses existing mechanics, rather than requiring a complete overhaul of a substantial chunk of the game.
Raptor34
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Re: [Suggestion] Stats like sensor range and missile/ammo capacity should be decoupled from the ship and be customizable

Post by Raptor34 »

GCU Grey Area wrote: Sun, 26. Jan 25, 21:58
Raptor34 wrote: Sun, 26. Jan 25, 21:20 The problem is that it must be done manually. And I did mention the current mod system.
My idea is more factory builds than personal tinkering. And it would also come with a mass downside too, as in it increases the mass of the ship.
And also you can remove options you do not need and instead boost options you actually need.
I don't need my scouts to be able to carry missiles for instance, but having better sensors is useful.
My missile boats do not need good sensors, but carrying more missiles would be welcome.
Fair enough, only mentioned it because it's been my observation over the years that the simpler a suggestion is to implement the more likely it is to happen. Particularly if it uses existing mechanics, rather than requiring a complete overhaul of a substantial chunk of the game.
Oh I get that part.
It's just that unless they really expand the ship mod system, it's not really going to be that useful regardless.

Otoh, if you really think about it, what I suggest is not far off the ship mod system, it's just that but with non-RNG instead. You can just add phantom slots to the ship so you can apply the stats that way.
The main issue is of course whether it can be made to work with the ship build system.
And of course... How to do that with the ships already in game. Then again, looking at how they just changed the carrier's internal capacity, they could just add the system and force the player to refresh their old ships if they want to make use of the new system. I personally don't think that would be that big of a deal, for most of your ships a stock loadout works just fine, it's really the specialist ships, which by their nature are rarer, that would be affected.

Another way of course is to trial it first with a DLC and see if it works, introduce a new faction with highly flexible ships. Then eventually if it works, roll out the system to the rest but in a lesser version.
Like I still think the Boron landing system should be something more ships should have.

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