A few quality of life improvements
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A few quality of life improvements
connect docked S/M ship teleporter to station teleporters
For L/XL this is already a thing.
I just don't want to spend a minute running across the landing pads to reach the next public teleporter there is nothing to see anyway.
Each ship has one onboard so why not use that to teleport directly to the representative or item trader you wish to see.
select HQ plot custom
When stating a custom game it would be nice to select the HQ plot including the old one if you so wish, or you could be an external hired by PIO, I'm tired of the HQ always plopping out of nowhere in heretics end.
move station module in build order
just two arrow buttons to build a module earlier or later and ctrl + buttom earlier to build right after their predecessor module.
pirate attack ignore (while on travedrive) default
All reactions end like this atm pirate at the other end ofsector hails a ship at full travel speed, the ship heedlessly or patiently shuts down travel drives and wait for the pirate to catch it.
While if I pause the game during the interactive interrupt tell it any action and abort the respective command effectively ghosting the pirate the ships reaches its target location safe and sound 100% of the cases, so default should be only reacting to pirates that managed to interrupt your travel drive.
rules per sub ordinate group
I want to restrict my miners (group beta) to some region but not my traders(group alpha) for this station.
mining yield formula
my ships seam to rate yield a bit too high compared to distance.
I mean each available resource field should be rated by time to return with full cargo:
something like minimize cargo/(2*(5#L turrets+1#Mturrets...)*yield/km³/s) + sectordistance*((150km+accelerating distance)/travelspeed + 10s for navigation)
trade station price setting
I would like a setting for autopricing to not cross the average price for player trade stations, so I never make a loss but have adaptive prices to even out multiple storage stations.
the sell price should be at least average the buy price at most average with the setting on for the trade offer.
logistics network and role
I often have this situation one resource field at sektor A offering Ore and one at B offering methane and I want a hullpart production.
Now I would set up refinery stations at A and B and a hull part station at C between A and B plus a shipyard at D, now I have to assign
tenths of trading ships to C and D to get them sometimes transport these wares most of the time they idle or trade with NPC stations
(which btw is their job as traders) and while doing so FPS gets drained more and more while the ships are not really effective.
for a manual route I would only need a hand full of L ships with repeated orders but these are unflexible and take to much time to set up.
Jet the problem at hand is pretty simple, we limit the number of explicitly stated trade partners instead of offer search range and just deliver wares from sink to source.
A new subordinate role for this task would be welcome.
fly to/dock at and don't wait but return to default behaviour commands
you often see a Xenon or Pirate getting close to some ships parking place, you order it to move away and later have to remember to delete the order again, I want a fly to and dock at order I can directly issue that ends after execution for such cases.
Most of this should be easy to add.
For L/XL this is already a thing.
I just don't want to spend a minute running across the landing pads to reach the next public teleporter there is nothing to see anyway.
Each ship has one onboard so why not use that to teleport directly to the representative or item trader you wish to see.
select HQ plot custom
When stating a custom game it would be nice to select the HQ plot including the old one if you so wish, or you could be an external hired by PIO, I'm tired of the HQ always plopping out of nowhere in heretics end.
move station module in build order
just two arrow buttons to build a module earlier or later and ctrl + buttom earlier to build right after their predecessor module.
pirate attack ignore (while on travedrive) default
All reactions end like this atm pirate at the other end ofsector hails a ship at full travel speed, the ship heedlessly or patiently shuts down travel drives and wait for the pirate to catch it.
While if I pause the game during the interactive interrupt tell it any action and abort the respective command effectively ghosting the pirate the ships reaches its target location safe and sound 100% of the cases, so default should be only reacting to pirates that managed to interrupt your travel drive.
rules per sub ordinate group
I want to restrict my miners (group beta) to some region but not my traders(group alpha) for this station.
mining yield formula
my ships seam to rate yield a bit too high compared to distance.
I mean each available resource field should be rated by time to return with full cargo:
something like minimize cargo/(2*(5#L turrets+1#Mturrets...)*yield/km³/s) + sectordistance*((150km+accelerating distance)/travelspeed + 10s for navigation)
trade station price setting
I would like a setting for autopricing to not cross the average price for player trade stations, so I never make a loss but have adaptive prices to even out multiple storage stations.
the sell price should be at least average the buy price at most average with the setting on for the trade offer.
logistics network and role
I often have this situation one resource field at sektor A offering Ore and one at B offering methane and I want a hullpart production.
Now I would set up refinery stations at A and B and a hull part station at C between A and B plus a shipyard at D, now I have to assign
tenths of trading ships to C and D to get them sometimes transport these wares most of the time they idle or trade with NPC stations
(which btw is their job as traders) and while doing so FPS gets drained more and more while the ships are not really effective.
for a manual route I would only need a hand full of L ships with repeated orders but these are unflexible and take to much time to set up.
Jet the problem at hand is pretty simple, we limit the number of explicitly stated trade partners instead of offer search range and just deliver wares from sink to source.
A new subordinate role for this task would be welcome.
fly to/dock at and don't wait but return to default behaviour commands
you often see a Xenon or Pirate getting close to some ships parking place, you order it to move away and later have to remember to delete the order again, I want a fly to and dock at order I can directly issue that ends after execution for such cases.
Most of this should be easy to add.
My X3 Mods
XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist
XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist
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- EGOSOFT
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Re: A few quality of life improvements
As always, laundry lists of unrelated suggestions are far less likely to be seen and followed than individual threads that each focus on one particular idea.
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Re: A few quality of life improvements
The reason it is a thing for L/Xl is because they do not physically connect to stations. The only other way to get to station is spacewalk.ubuntufreakdragon wrote: ↑Sat, 28. Jun 25, 22:18 connect docked S/M ship teleporter to station teleporters
For L/XL this is already a thing.
It would be reasonable for S/M to have a hotkey that places you outside of the ship (like Shift+D), but for transporters I'd personally prefer if transporters didn't connect to ships directly. Instead it would be nice to have an L dock hub where you can either use transporter that takes you to the ship, or another transporter that moves you around station. A buffer. You also can't have S "transporter" connected because they have several different interiors. Station lift works by teleporting you between identical rooms. This will not work between non-identical rooms.
This is already available in Custom Budgeted Start. You can place HQ anywhere, and you can load custom blueprints. The blueprints must contain research module.ubuntufreakdragon wrote: ↑Sat, 28. Jun 25, 22:18 select HQ plot custom
When stating a custom game it would be nice to select the HQ plot including the old one if you so wish, or you could be an external hired by PIO, I'm tired of the HQ always plopping out of nowhere in heretics end.
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Re: A few quality of life improvements
if you start the new game without active Boron DLC, the HQ (plot) will be positioned in Grand Exchange.ubuntufreakdragon wrote: ↑Sat, 28. Jun 25, 22:18 select HQ plot custom
When stating a custom game it would be nice to select the HQ plot including the old one if you so wish, or you could be an external hired by PIO, I'm tired of the HQ always plopping out of nowhere in heretics end.
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Re: A few quality of life improvements
Most of these just make me shrug. One way the other probably won't affect me.
However, I want to comment on two of them.
As for the Teleporter in S and M size ships being able to just connect to the station, it seems ok at first. After all, some ships like the Katana and the Drill have a teleporter but no other rooms in the ship besides the cockpit. The player pretty much never uses them except to get into their spacesuit. So why not use what is already there to get to places in the station a bit faster. And yet, I can't get behind this idea. It's a hard no from me. I want to get out of my ship and walk the station. Now you might argue that if I really want to do that then I can do it and let everyone else use the teleporter. Sure. But I think it will diminish the immersion of the game. If many new players get into the habit of just using the teleporter then the devs will put less effort into the station docks and room and might even just let you talk to everyone from the pilot seat so you don't even have to use the teleporter at all anymore. It makes the game less.
As for the HQ thing, I have to agree. I leave Kingdom End deactivated almost all of the time. I specialize in the early game. I want to earn the HQ through the Pioneers plot so that means I will play as Terran Cadet with Kingdom End turned off. I love Budget game start but recently I never use it unless I'm doing a base game run with zero expansions. If I am using expansions, then I want the HQ the Terran way and that means Kingdom End is turned off. It's sad and it means I pretty much never interact with the Borons.
However, I want to comment on two of them.
As for the Teleporter in S and M size ships being able to just connect to the station, it seems ok at first. After all, some ships like the Katana and the Drill have a teleporter but no other rooms in the ship besides the cockpit. The player pretty much never uses them except to get into their spacesuit. So why not use what is already there to get to places in the station a bit faster. And yet, I can't get behind this idea. It's a hard no from me. I want to get out of my ship and walk the station. Now you might argue that if I really want to do that then I can do it and let everyone else use the teleporter. Sure. But I think it will diminish the immersion of the game. If many new players get into the habit of just using the teleporter then the devs will put less effort into the station docks and room and might even just let you talk to everyone from the pilot seat so you don't even have to use the teleporter at all anymore. It makes the game less.
As for the HQ thing, I have to agree. I leave Kingdom End deactivated almost all of the time. I specialize in the early game. I want to earn the HQ through the Pioneers plot so that means I will play as Terran Cadet with Kingdom End turned off. I love Budget game start but recently I never use it unless I'm doing a base game run with zero expansions. If I am using expansions, then I want the HQ the Terran way and that means Kingdom End is turned off. It's sad and it means I pretty much never interact with the Borons.
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Re: A few quality of life improvements
Let me just elaborate just a bit more.
The direction that I'd like to see the game go is more attractions on stations. If a station has a habit then I'd like the player to be able to rent or buy an apartment on the station. It shouldn't just be something to look at but instead something functional. How about a restaurant on the station. A hotel. We have the bar and the casino. How about doing some actual betting. To keep it from promoting gambling addiction maybe the player always loses unless they enroll their own ship into the race in which case the player is banned on betting on the outcome. There are things the devs can do to make the stations more interesting and immersive.
If the station has a factory, let the player visit a factory room. And again, it shouldn't just be something to look at but have some function the player would want to engage in. The player can walk up to a panel, do a mini game, and increase the station's productivity.
If the station has a defense disk then maybe the player can visit a defense room and sit in a chair and man a turret.
Yes, X4 is a space flight game but stations are a thing in the game, an important part. I'd love to be able to land on a station and get the feeling that even if it isn't a full city, it's at least a full town in space. I'd hope to be able to experience all of the things that can happen in a large airport.
The direction that I'd like to see the game go is more attractions on stations. If a station has a habit then I'd like the player to be able to rent or buy an apartment on the station. It shouldn't just be something to look at but instead something functional. How about a restaurant on the station. A hotel. We have the bar and the casino. How about doing some actual betting. To keep it from promoting gambling addiction maybe the player always loses unless they enroll their own ship into the race in which case the player is banned on betting on the outcome. There are things the devs can do to make the stations more interesting and immersive.
If the station has a factory, let the player visit a factory room. And again, it shouldn't just be something to look at but have some function the player would want to engage in. The player can walk up to a panel, do a mini game, and increase the station's productivity.
If the station has a defense disk then maybe the player can visit a defense room and sit in a chair and man a turret.
Yes, X4 is a space flight game but stations are a thing in the game, an important part. I'd love to be able to land on a station and get the feeling that even if it isn't a full city, it's at least a full town in space. I'd hope to be able to experience all of the things that can happen in a large airport.
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Re: A few quality of life improvements
The minigames are the by far most hated feature in X-Rebirth. I did like them, but most people didn't.thedavid wrote: ↑Sun, 29. Jun 25, 14:56
If the station has a factory, let the player visit a factory room. And again, it shouldn't just be something to look at but have some function the player would want to engage in. The player can walk up to a panel, do a mini game, and increase the station's productivity.
Last edited by RainerPrem on Sun, 29. Jun 25, 17:17, edited 1 time in total.
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Re: A few quality of life improvements
I can understand, but it would definitely be optional. I think the idea here would be for it to be an attraction, not something you need to do. It should attract the player by being fun, interesting, and having a positive effect so that it advances the player's goals. I don't think it should be something that a mission directs the player to have to do.RainerPrem wrote: ↑Sun, 29. Jun 25, 15:44The minigames are the by far most hated feature in X-Rebirth. I did like them, but must people didn't.thedavid wrote: ↑Sun, 29. Jun 25, 14:56
If the station has a factory, let the player visit a factory room. And again, it shouldn't just be something to look at but have some function the player would want to engage in. The player can walk up to a panel, do a mini game, and increase the station's productivity.
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Re: A few quality of life improvements
Can be achieved by using passenger drones/civilian ships to move between the capital ship and the station, but I don't thing that most of the players are to have patience for this.vvvvvvvv wrote: ↑Sat, 28. Jun 25, 22:59The reason it is a thing for L/Xl is because they do not physically connect to stations. The only other way to get to station is spacewalk.ubuntufreakdragon wrote: ↑Sat, 28. Jun 25, 22:18 connect docked S/M ship teleporter to station teleporters
For L/XL this is already a thing.
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Re: A few quality of life improvements
There are multiple approaches, of course. I'm just not a fan of current system in general. Docked ships screw up station transporter list. "Buffer zone" dock hub I described would allow race-specific transporters on the ship. Right now default lift cabin looks very out of place on split or xenon ships.Pesanur wrote: ↑Sun, 29. Jun 25, 22:23Can be achieved by using passenger drones/civilian ships to move between the capital ship and the station, but I don't thing that most of the players are to have patience for this.vvvvvvvv wrote: ↑Sat, 28. Jun 25, 22:59The reason it is a thing for L/Xl is because they do not physically connect to stations. The only other way to get to station is spacewalk.ubuntufreakdragon wrote: ↑Sat, 28. Jun 25, 22:18 connect docked S/M ship teleporter to station teleporters
For L/XL this is already a thing.
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Re: A few quality of life improvements
I enjoyed them too, and as I remember, it turned out quite a few did, but those who hated them did so with a passion that threatened to lead to bloodshed and, more importantly, a pizza blockade outside Egosoft's offices. - The powers-that-be caved in a heartbeat.RainerPrem wrote: ↑Sun, 29. Jun 25, 15:44The minigames are the by far most hated feature in X-Rebirth. I did like them, but most people didn't.thedavid wrote: ↑Sun, 29. Jun 25, 14:56
If the station has a factory, let the player visit a factory room. And again, it shouldn't just be something to look at but have some function the player would want to engage in. The player can walk up to a panel, do a mini game, and increase the station's productivity.
The 'visual' beauty of X Rebirth, along with the more extensive and interactive interior, is something I feel would also improve QOL, for this old man at least.
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Re: A few quality of life improvements
Well said.Gavrushka wrote: ↑Mon, 30. Jun 25, 08:50I enjoyed them too, and as I remember, it turned out quite a few did, but those who hated them did so with a passion that threatened to lead to bloodshed and, more importantly, a pizza blockade outside Egosoft's offices. - The powers-that-be caved in a heartbeat.RainerPrem wrote: ↑Sun, 29. Jun 25, 15:44The minigames are the by far most hated feature in X-Rebirth. I did like them, but most people didn't.thedavid wrote: ↑Sun, 29. Jun 25, 14:56
If the station has a factory, let the player visit a factory room. And again, it shouldn't just be something to look at but have some function the player would want to engage in. The player can walk up to a panel, do a mini game, and increase the station's productivity.
The 'visual' beauty of X Rebirth, along with the more extensive and interactive interior, is something I feel would also improve QOL, for this old man at least.
