[QoL] Relief pilot behavior

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vvvvvvvv
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[QoL] Relief pilot behavior

Post by vvvvvvvv »

After scanning few dozen station modules which requires going back and forth between spacesuit and ship control, I have following suggestion:

* Relief pilot should not immediately go back to "the box" and hide, when player takes control. Instead the pilot should stand next to pilot seat for a while when player takes control. The logic here is that when the player stands up, the pilot retakes control immediately.
* When enemies are nearby, relief pilot should run to the seat and not walk to it.
* (Optional) Interacting with a seat should instantly place player in control. Right now the first interaction kicks out the NPC, and only second one makes the player take the spot. However, when NPC leaves, the seat turns around, often moving interactive part away from mouse cursor.

There are several ships where "hiding box" for NPC is at the end of a very long corridor. Meaning when you need to release controls, it takes plenty of time for pilot to spawn, non-chalantly greet the player, leisurely waddle towards the seat and carefully takes control, all the while ship is under fire.
adeine
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Re: [QoL] Relief pilot behavior

Post by adeine »

Ships that have a secondary seat (gunnery, etc.) should have the relief pilot sit in the chair nearby.
db48x
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Re: [QoL] Relief pilot behavior

Post by db48x »

I’m not sure of your exact situation, but ordinarily scanning a module does not require an EVA. You can just use the short–range scanner in your ship. Are you talking about something else?

In any case, a smaller ship would be smaller. I mean, a smaller ship would allow the relief pilot to take over more quickly. Consider using a scout for these tasks instead of a battleship or whatever.

Second, double tapping the key to interact with the seat will lerp you directly into place. You do not need to wait for the relief pilot to turn around and stand up before interacting with the seat a second time. On some ships you can actually do this from _outside_ the ship; no need to climb a ladder at all.
vvvvvvvv
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Re: [QoL] Relief pilot behavior

Post by vvvvvvvv »

db48x wrote: Mon, 3. Mar 25, 02:01 Are you talking about something else?
EMP. Stealing blueprints.
db48x wrote: Mon, 3. Mar 25, 02:01I mean, a smaller ship would allow the relief pilot to
It takes roughly 15 seconds for relief pilot to take over controls and begin moving even on small ships. Xperimental shuttle (15 seconds), Dart (14 seconds), Theseus Sport (15 seconds). Those add up over time.

Capitals have it much worse, with a long walk to the bridge being typical for many of them.
db48x
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Re: [QoL] Relief pilot behavior

Post by db48x »

Hmm, ok. I just tried it myself. In my Pegasus Vanguard Scout with a 3–star pilot it took 11 seconds to turn and start the travel drive after I pressed control-d to stand up. Charge time depends on the engine and engine mod, of course. That small delay has never really bothered me before.
vvvvvvvv
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Re: [QoL] Relief pilot behavior

Post by vvvvvvvv »

db48x wrote: Mon, 3. Mar 25, 07:15 Hmm, ok. I just tried it myself. In my Pegasus Vanguard Scout with a 3–star pilot it took 11 seconds to turn and start the travel drive after I pressed control-d to stand up. Charge time depends on the engine and engine mod, of course. That small delay has never really bothered me before.
It becomes increasingly annoying when you have to EVA often. To scan leaks, claim ships and so on. It also becomes irritating when the ship is under fire and pilot should ideally grab controls quickly. Instead the NPC will leisurly waddle to the seat while contemplating mysteries of universe and take time to turn. Several ships also feature long corridor with airlock at one end, and pilot seat at another. XPerimental shuttle is one of them.

The chair also can be irritating, because you need to double-tap it to take it over, and after first F it often swivels away from the cursor unless you aimed at the base since the beginning.
db48x
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Re: [QoL] Relief pilot behavior

Post by db48x »

Yes, I know all of that. I haven’t been annoyed by it much. And when my ship is taking fire usually I want to take control, not leave it to the relief pilot. :D
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stooper88
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Re: [QoL] Relief pilot behavior

Post by stooper88 »

db48x wrote: Mon, 3. Mar 25, 08:16 Yes, I know all of that. I haven’t been annoyed by it much. And when my ship is taking fire usually I want to take control, not leave it to the relief pilot. :D
I think the point the OP is trying to make is that there are times when it's necessary for the player to resign controls to the AI relief pilot while in dangerous situations. For example, when trying to claim a ship in a Xenon sector, the player will want the relief pilot to fly away ASAP rather than dillydather.
Beware the pirate spacesuit patrols!
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Ehli
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Re: [QoL] Relief pilot behavior

Post by Ehli »

Very relatable. It's indeed rather immersion breaking when your pilot casually says "hello!" while hearing your ship receive many hits.. or the other way around: entering your ship (either via teleport or spacesuit dock), hearing those sounds.. running to your pilot to "do it yourself" and not managing to hit 'F' twice in a row correctly and thus your second 'F' is a no-op due to the turning chair changing the hit-box.

It would be very cool if there is some kind of Star Trek "red alert" mode where your crew stops casually moving around in the bridge and run to their stations (and maybe even add a fancy red light like the alarm on spacestations?). The whole too polite/casual way of "hello!" - "hello!" is especially awkward when in these situations :)

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