Post-Major-Patch Suggestion topic

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mr.WHO
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Post-Major-Patch Suggestion topic

Post by mr.WHO »

Since we are now well post 7.50 release,
it is time to yet again post the list of suggestion for future updates/changes.



GUI improvements:
- add "Hide property" feature in player property menu and "hidden property" tab
- please make more visible highlight for selected component in Shipyard menu - this is especially needed for XL ships liek Tokyo and Raptor, where for example turrets are so tiny it's hard to see which component you edit.
- add trader assignment to Carriers (and make that iddle traders follow their assigned carrier/auxilary ship).



Visual improvements:
- please make that at least large turrets inherit basic colors from ship paint mod (currently they are always using default race paint, e.g. Terran white, Split red)
- make player/faction logo to have a dynamic light/dark version (e.g. if ship has dark paint mod, the faction logo will be light, and if paint mod is light, then faction logo will be dark)



HQ and station improvements:
- add jukebox to statino bars (to be able to change music track)
- add jukebox to player office
- add intercept and bombard assignements to stations
- Make more hologram decoration - currently whole galaxy only put Argon Nova as hologram.
- Make more scupture decoration - currently whole galaxy only put Teladi Falcon as sculpture.
- add HQ project to remove the big rock from the center of HQ.
- add crew quarters to HQ where we could store 1'000 people separately from workforce and tranees (basically central storage)



Crew management:
- ability to mass swap pilots/captain for best avaliable at HQ trainee storage (e.g. select 20 ships, r-click on HQ "Swap for best pilot/captain")
- separate crew (people who need to operate ships for max performance) and passenger space (aka spare pilots, marines).
- ability to swap pilot/captains between 2 ships with "r-click" "Swap pilots".


New Assets:
- Condor E, Stork E, Nomad E, Mammoth E, Gannascus
- Khaak corvette
- Lasertower mk.3 (M-size lasertower)
- Terran Orbital laser:
https://roguey.co.uk/x3fl/ships/ship-370/
- XL variants of most frequently used station modules (e.g. habitation, storage, production)



Terraforming:
- terraforming option for Protectorate using terran resources (e.g. Venus terraforming or Titan Terraforming, or Torus reconstruction).
- adding terraforming "Slot" to PIO planets, post PIO plot (so playet coudl deploy HQ there to access "training crew facilities").
- terraforming project for Paranid and Split



Salvage and reverse engineering:
- add revenrse engineeting ability/screen to HQ
- "send ship to salvage" - ship fly to salvage/scrap station and self destruct (for L/XL ships you need to assign compactor to the station to perform wreck cutting).



Other features:
- convert existing unmodified save to budgeted game start - transfer player asstes and various stats to a fresh unmodified game start (I don't expect 100% accuracy, just try to port things that are possible).
- full overhaul guild and war missions - please make them dynamic (e.g. if faction start to border with Xenons it should have Xenon war missions) and add some kind of "mini-plot" missions.
- overhaul of medium turrets (get rid of copy/paste stats)
- military jobs overhaul (teach HOP, ANT and Argon to use carriers)
Last edited by mr.WHO on Sat, 1. Mar 25, 12:47, edited 1 time in total.
vvvvvvvv
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Re: Post-Major-Patch Suggestion topic

Post by vvvvvvvv »

mr.WHO wrote: Sat, 1. Mar 25, 11:32 Since we are not well post 7.50 release,
it is time to yet again post the list of suggestion for future updates/changes.
Some additional wishes to the list. Things that "would be nice to have...":

* Crafting bench in personal office.
* Faction specific lifts and crew quarters. At least for faction frigates/corvettes.
* Ability to sit on chairs that are not pilot chairs. Restricted to humans/split, worst case.
* Ability to lie down on bed in astrid and cutlass and then SETA.
* Captain quarters. Could be based on apartment building already in the game. Extra cool if customizable.
* Openable red doors in hyperion, non-standard brig/crew quarters for the hyperion.
* Uniforms for employees.
* List of hires available on stations, with ability to see person's face.
* Ability group ships without forming fleets.
* Ability to assign ships to fleets without overriding behavior.
* Proper beards.
* More haircuts.
* Rare older people.
* Character appearance editor.
* Visible body while on station and third person view.
* VR support.
Falcrack
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Re: Post-Major-Patch Suggestion topic

Post by Falcrack »

mr.WHO wrote: Sat, 1. Mar 25, 11:32 GUI improvements:
- add "Hide property" feature in player property menu and "hidden property" tab
This is my top item from the OP's extensive list.

Also +1 for ship reverse engineering.
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Baconnaise
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Re: Post-Major-Patch Suggestion topic

Post by Baconnaise »

cool with all suggestions. my only addition would be to add corporations.
LameFox
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Re: Post-Major-Patch Suggestion topic

Post by LameFox »

Regarding paint mods. IMO they should really someday take the time to reconsider the whole system.

Firstly, these should colour anything with racial coloured regions. Ships, equipment, station modules.

Secondly, let players have better access to paintjobs. Not only as limited one-off things for ships they can be sure won't die frequently, but for their whole faction. This kind of limited cosmetic system is meant for games with lootboxes and microtransactions, to encourage you to go and buy stuff because acquiring it in game is such ass. There's no need for it in X4. You get literally nothing by making skins suck to acquire.
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Baconnaise
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Re: Post-Major-Patch Suggestion topic

Post by Baconnaise »

LameFox wrote: Mon, 3. Mar 25, 07:11 Regarding paint mods. IMO they should really someday take the time to reconsider the whole system.

Firstly, these should colour anything with racial coloured regions. Ships, equipment, station modules.

Secondly, let players have better access to paintjobs. Not only as limited one-off things for ships they can be sure won't die frequently, but for their whole faction. This kind of limited cosmetic system is meant for games with lootboxes and microtransactions, to encourage you to go and buy stuff because acquiring it in game is such ass. There's no need for it in X4. You get literally nothing by making skins suck to acquire.
You're saying rather than a limited item perhaps a blueprint or schematic? I can't argue with that as I already cheat/mod all paint anyway. I agree with the better paint jobs including modules. Ships are essentially our avatar like EvE in a sense. Stations would be a huge plus as well.
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Re: Post-Major-Patch Suggestion topic

Post by LameFox »

Baconnaise wrote: Mon, 3. Mar 25, 14:02
LameFox wrote: Mon, 3. Mar 25, 07:11 Regarding paint mods. IMO they should really someday take the time to reconsider the whole system.

Firstly, these should colour anything with racial coloured regions. Ships, equipment, station modules.

Secondly, let players have better access to paintjobs. Not only as limited one-off things for ships they can be sure won't die frequently, but for their whole faction. This kind of limited cosmetic system is meant for games with lootboxes and microtransactions, to encourage you to go and buy stuff because acquiring it in game is such ass. There's no need for it in X4. You get literally nothing by making skins suck to acquire.
You're saying rather than a limited item perhaps a blueprint or schematic? I can't argue with that as I already cheat/mod all paint anyway. I agree with the better paint jobs including modules. Ships are essentially our avatar like EvE in a sense. Stations would be a huge plus as well.
Essentially yeah, a way to unlock it permanently. Currently you have the defaults and those of factions you hit +27 rep with and everything else is consumable. It just feels like a waste to me. Consumables are fine for your personal ships (or they would be, if most of them weren't hidden behind a nonexistent venture system) but scale extremely poorly. And it's just like, why, what's the point in paint of all things being so limited? Nobody else is going to see it, there's no cosmetics store to push us towards. If we want to have our faction default to something like Aldrin as if we were the oldschool Terran faction, why isn't there a way to do that?
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Falcrack
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Re: Post-Major-Patch Suggestion topic

Post by Falcrack »

Baconnaise wrote: Sun, 2. Mar 25, 04:43 cool with all suggestions. my only addition would be to add corporations.
I'm only interested in corporations if they follow the rules the player is constrained by. Namely, a limited rather than unlimited budget. If they can grow or shrink based on their profitability rather than just have infinite money like NPC factions, then that would be interesting to me.
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Re: Post-Major-Patch Suggestion topic

Post by jonny_taco »

I've got a few regarding the flight model.

1. Optional second vector indicator that displays vector you are coming from.

2. Optional absolute velocity readout instead of angular.

3. Optional FA/ON mode w/o throttle being set.

4. Removal of strafe velocity cap with FA/ON.

5. Adjustments to vector transition when holding down a thrust input while at max drifting velocity and FA/OFF. This one will probably require a video with an input overlay and comparisons to other 6DOF games to fully explain. To briefly summarize the behavior, you can get partially "stuck" along a vector that is not inline with the direction of thrust your are actively trying to apply instead of your vector transitioning to be inline with said thrust direction.
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Re: Post-Major-Patch Suggestion topic

Post by 13913408324 »

Visual improvements:
- please make that at least large turrets inherit basic colors from ship paint mod (currently they are always using default race paint, e.g. Terran white, Split red)

good!except shield
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alt3rn1ty
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Re: Post-Major-Patch Suggestion topic

Post by alt3rn1ty »

mr.WHO wrote: Sat, 1. Mar 25, 11:32 - add HQ project to remove the big rock from the center of HQ.
Have you completed Timelines?
Spoiler
Show
I cant remember exactly the conversation reference the rock, but I'm sure its either sentient or a communicaton conduit to the Sohnenn. I think Boso would be reluctant to mess with that, if its a Boso type project you are thinking of.
mr.WHO wrote: Sat, 1. Mar 25, 11:32 - XL variants of most frequently used station modules (e.g. habitation, storage, production)
Oh yes please, would make large stations less of a performance impact. Personally I converted my Shipyard and PHQ from completely Boron, to use the new Timelines XL Habitats and cut down the amount of habitats by half as they accomodate double the amount of Work force as the L size does.
Egosoft seem to be adamant that players will only make things bigger and bigger, and I dont understand that reasoning as players can already ruin the game performance in many ways. Maybe its an economy disturbing threat, idk.

I also wish they would cut back on VIG fighters in their fleets making performance in their sectors ridiculous to try and pass through. I know they need fighter numbers as thats all they use, but its just a bit OTT right now, and all we can do to fight them is build bigger fleets compounding the issues there.
Last edited by alt3rn1ty on Fri, 7. Mar 25, 08:23, edited 1 time in total.
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Re: Post-Major-Patch Suggestion topic

Post by LameFox »

alt3rn1ty wrote: Fri, 7. Mar 25, 08:03
mr.WHO wrote: Sat, 1. Mar 25, 11:32 - add HQ project to remove the big rock from the center of HQ.
Have you completed Timelines?
Spoiler
Show
I cant remember exactly the conversation reference the rock, but I'm sure its either sentient or a communicaton conduit to the Sohnenn. I think Boso would be reluctant to mess with that, if its a Boso type project you are thinking of.
You could call it liberating the big rock then I guess. Free it from its restraints to go do... rock things.
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Re: Post-Major-Patch Suggestion topic

Post by alt3rn1ty »

LameFox wrote: Fri, 7. Mar 25, 08:11 ... rock things.
:D Leave my pet rock alone, bully, its mystical and cute.
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Re: Post-Major-Patch Suggestion topic

Post by Ragnos28 »

I really wish the devs would get rid of the derelict ships garbage. :doh: No way to capture/destroy them in bulk, my sectors are getting full of them, like an overflowing garbage bin. :doh:
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Re: Post-Major-Patch Suggestion topic

Post by LameFox »

Ragnos28 wrote: Fri, 7. Mar 25, 14:34 I really wish the devs would get rid of the derelict ships garbage. :doh: No way to capture/destroy them in bulk, my sectors are getting full of them, like an overflowing garbage bin. :doh:
Maybe they should expand the Yaki behaviour to some other salvagers? Although that might annoy some players since, currently, only player action really causes these to begin with.

I remember back in LU there was a pretty good system for it. Ships could bail anywhere, which was cool, because you could be a salvager who flies around picking them up and repairing or selling them. But you also had competitors doing the same, so the universe didn't just fill up with unclaimed ships.
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Re: Post-Major-Patch Suggestion topic

Post by Ragnos28 »

LameFox wrote: Fri, 7. Mar 25, 14:41 But you also had competitors doing the same, so the universe didn't just fill up with unclaimed ships.
Bring the competitors in...hell, I'm even willing to pay to have them get rid of the damn things. :mrgreen:
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Re: Post-Major-Patch Suggestion topic

Post by grapedog »

i probably would never use like 10x storage or production modules, but I'd love 10x Habs... which is one of my go-to mods every single time I play modded. Though I can't imagine using a 10x storage EXCEPT for terraforming.

+1 5x or 10x Habs modules

Custom Tabs that pull ships off the unassigned list - so i could have all my universal unassigned traders and miners on their own tab for example.

Benefits to over-terraforming a planet - Like if I pick a spot I like, there are tons of other Terraforming options that don't do anything, or the juice isn't worth the squeeze. Give me a reason to turn these planets into something MORE...

A sector patrol that responds better/at all to in sector threats... i can have a squad of corvettes patrolling Two Grand and they don't respond to miners getting attacked near the Ore belt. I have to repeat order/attack all enemies like 7-10 times to cover just that ore belt. Or perhaps the ability to set Patrol similar to Protect position, but with a much much larger radius. Still would prefer a set and forget sector patrol with a fleet that responds when a friendly ship calls for aid against an enemy of my faction.

When a storyline is completed, create new war/guild missions. RHA could still be offering missions when ZYA goes away... right now we are incentivized not to complete stories if we want some semi-reliable ways to get mod parts.

A better more reliable way to get mod parts.

+1 for trader assigned to carrier/aux and auto docking at the ship when not in use.
+1 for component selection being highlighted better or more visible within the ship build menu
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Re: Post-Major-Patch Suggestion topic

Post by Nimrod989 »

This might sound silly but I would like for us to have our own private apartment on stations. I don't expect it to have any detail beyond being assigned to us but it would be quite nice.
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Re: Post-Major-Patch Suggestion topic

Post by vvvvvvvv »

Nimrod989 wrote: Sat, 8. Mar 25, 21:52 This might sound silly but I would like for us to have our own private apartment on stations. I don't expect it to have any detail beyond being assigned to us but it would be quite nice.
Not silly, but I'd want it to be on a ship.

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