Suggestion: When taking over a ship with active orders, they turn into a mission with guidance markers

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Falcrack
Posts: 5742
Joined: Wed, 29. Jul 09, 00:46
x4

Suggestion: When taking over a ship with active orders, they turn into a mission with guidance markers

Post by Falcrack »

See the title. So for instance, if the ship we are taking control over has an order to attack another ship, we get a yellow guidance marker to attack that specific ship when we sit down in the pilot seat.

Another nice feature of this would be the ability to create trade reservations and personally fulfill them. We could give ourselves an order to buy XX amount of goods and sell them, and this would create a trade reservation, which as a player I could personally fulfill, not simply have to have carried out by an NPC pilot.
GCU Grey Area
Posts: 8361
Joined: Sat, 14. Feb 04, 23:07
x4

Re: Suggestion: When taking over a ship with active orders, they turn into a mission with guidance markers

Post by GCU Grey Area »

Urgh, no! Already hate the way that accepting a new mission switches off my current mission or any manual guidance I've setup. That is often frustratingly inconvenient. Really do not want the same thing to happen every time I take over a ship with active orders too. Vast majority of the time I have absolutely no intention whatsoever of completing whatever orders that ship currently has. I'm just borrowing it for a while, usually for an entirely different purpose. It can complete it's own orders when I'm done with it.
Raptor34
Posts: 3554
Joined: Sat, 12. Jun 10, 04:43
x4

Re: Suggestion: When taking over a ship with active orders, they turn into a mission with guidance markers

Post by Raptor34 »

I don't see the point of this. I'm not planning to do whatever that ship was doing, that's why I ordered them to in the first place.
As for trade reservations, I'll rather the player be able to make their own instead rather than this convoluted workaround. Unless this convoluted workaround is the only way lmao.

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