Suggestion to add a gate for Xenon's sectors
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Suggestion to add a gate for Xenon's sectors
Proposal to add a gate to the xenon sector Matrix #101 = Matrix #9
Matrix #101 = Matrix #598
this will increase the speed for Xenon's fleet to move and protect its territory more efficiently
Matrix #101 = Matrix #598
this will increase the speed for Xenon's fleet to move and protect its territory more efficiently






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Re: Suggestion to add a gate for Xenon's sectors
The core of the idea is good, more Xenon connected sectors to help them keep their strength, but that connection would wreck havoc with the universe due to NPC AI sending their tradeships through those sectors to get farmed by the Xenon (it is a big shortcut). Especially Split who already got trouble not sending their trade ships through north sector Xenon space would get hit quite hard.
Solution could be to add extra xenon sectors linked to Matrix 9, so the link to Matrix 101 would mainly benefit the Xenon, or to create a new Xenon cluster once a certain quest eliminates the main Xenon cluster in the game (idea is more Xenons ectors without adding extra shipyards, so when you blow up the main Xenon cluster shipyard/wharfs, they have a chance to respawn in the new Xenon sectors. Feel with the expansion of the game with all the new sectors added (even including the free sectors since launch) & the toning down of the Xenon, a second Xenon cluster would help keep the game more dynamic in the hostile faction departement.
Also would give Teladi a more serious Xenon threat to fight, as they often can manage the Xenon trheat nowadays due to them having no enemies but the Xenon (and HOP, but they're not linked together)
Note, the new Xenon sector could be one of those sectors with 3 small sectors inside it, linked in such a way it is more a row of 3 sectors, similar to Avarice, to prevent non Xenon ships to use it as a shortcut.
Solution could be to add extra xenon sectors linked to Matrix 9, so the link to Matrix 101 would mainly benefit the Xenon, or to create a new Xenon cluster once a certain quest eliminates the main Xenon cluster in the game (idea is more Xenons ectors without adding extra shipyards, so when you blow up the main Xenon cluster shipyard/wharfs, they have a chance to respawn in the new Xenon sectors. Feel with the expansion of the game with all the new sectors added (even including the free sectors since launch) & the toning down of the Xenon, a second Xenon cluster would help keep the game more dynamic in the hostile faction departement.
Also would give Teladi a more serious Xenon threat to fight, as they often can manage the Xenon trheat nowadays due to them having no enemies but the Xenon (and HOP, but they're not linked together)
Note, the new Xenon sector could be one of those sectors with 3 small sectors inside it, linked in such a way it is more a row of 3 sectors, similar to Avarice, to prevent non Xenon ships to use it as a shortcut.
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Re: Suggestion to add a gate for Xenon's sectors
Yes it is good idea to place there more Xenon Sector so path for NPC is longer that non Xenon sectors about 1-3 sector. Option to add a rule for all NPCs civilians to stay away from the Xenon sector. Only move if some Fleet has cleaned Xenon it to neutral or there are no other paths. solution is to Bring back That Xenon Hub that can reconfigure gate connection and allow player to change configuration. Possible to add a Gate builder some really endgame ships , and allow player to not only build new gate destroy old one, even discover some new random generated sectors and decide to build gate to it or discover another's.Starlight_Corporation wrote: ↑Tue, 15. Jul 25, 14:25 The core of the idea is good, more Xenon connected sectors to help them keep their strength, but that connection would wreck havoc with the universe due to NPC AI sending their tradeships through those sectors to get farmed by the Xenon (it is a big shortcut). Especially Split who already got trouble not sending their trade ships through north sector Xenon space would get hit quite hard.
Solution could be to add extra xenon sectors linked to Matrix 9, so the link to Matrix 101 would mainly benefit the Xenon, or to create a new Xenon cluster once a certain quest eliminates the main Xenon cluster in the game (idea is more Xenons ectors without adding extra shipyards, so when you blow up the main Xenon cluster shipyard/wharfs, they have a chance to respawn in the new Xenon sectors. Feel with the expansion of the game with all the new sectors added (even including the free sectors since launch) & the toning down of the Xenon, a second Xenon cluster would help keep the game more dynamic in the hostile faction departement.
Also would give Teladi a more serious Xenon threat to fight, as they often can manage the Xenon trheat nowadays due to them having no enemies but the Xenon (and HOP, but they're not linked together)
Note, the new Xenon sector could be one of those sectors with 3 small sectors inside it, linked in such a way it is more a row of 3 sectors, similar to Avarice, to prevent non Xenon ships to use it as a shortcut.






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Re: Suggestion to add a gate for Xenon's sectors
I already have problems keeping the Split alive with Matrix 101 there and fleets of 3K coming through the gate. I don't think the Xenon need to think about defense.
Well... until I put Mods on the death star carrier I just finally managed to buy. I guess a hundred plasma turrets will eat a K very fast.
Well... until I put Mods on the death star carrier I just finally managed to buy. I guess a hundred plasma turrets will eat a K very fast.


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Re: Suggestion to add a gate for Xenon's sectors
+1LennStar wrote: ↑Fri, 18. Jul 25, 21:09 I already have problems keeping the Split alive with Matrix 101 there and fleets of 3K coming through the gate. I don't think the Xenon need to think about defense.
Well... until I put Mods on the death star carrier I just finally managed to buy. I guess a hundred plasma turrets will eat a K very fast.![]()
For a Faction that occupies another Faction, it's territories defragment so quickly, they are holding on by a thread on top of the Argon colony attacking them from their flank. Xenon have 1 Zyarth Dominion Sector and have firm hold of it, the other one next to it is under Argon Control.
Xenon everywhere have crumbled, now they have Wretched Skies, Tharkas Cascade to a piece of Zyarth's Dominion. With about 4 Wharfs and 4 Shipyards so they are mass producing all in one point.
Happens every playthrough, Xenon start strong, then they crumble, lose all their territory except the northern territory where all their shipyards and wharfs end up and then they make a resurgence.. And it's always the Zyarth Patriarchy that gets steamrolled first.
Ragna-Tech.. Forging a Better Tomorrow!
My most annoying Bugs list 8.00 {Beta 1]
--------------------------------
- Escort Ship has bad pathfinding
- Embassy Diplomats give blueprints for free EXPLOIT
My most annoying Bugs list 8.00 {Beta 1]
--------------------------------
- Escort Ship has bad pathfinding
- Embassy Diplomats give blueprints for free EXPLOIT

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Re: Suggestion to add a gate for Xenon's sectors
3K its nothing even 10 of them with I they even don't come in range to scratch my first modificated PAR Odyssey Vanguard , Rattlesnake , or Death Star Asgard-class battleship, sniper Hyperion,... XEN K , I , H will lose all surface element and shield too, or simple be blown by Asgard BeamLennStar wrote: ↑Fri, 18. Jul 25, 21:09 I already have problems keeping the Split alive with Matrix 101 there and fleets of 3K coming through the gate. I don't think the Xenon need to think about defense.
Well... until I put Mods on the death star carrier I just finally managed to buy. I guess a hundred plasma turrets will eat a K very fast.![]()
You even don't know how hard it was to keep them alive in the game from 2019.
Now they can barely defend sectors again: Argon - Paranid combined forces lol 7.6+ . If all NPCs, Rush Xenon including TER, they will be gone very fast. TEL, MIN, managed to wipe Scale Plate Green from Xenon in early game, HOP and ANT easily cleaned Atiya's misfortune, PAR cleaned Emperor's Pride. So only live pair Warf and Shipyard remain near Split sectors.
So to keep them alive I'm choice to bring TEM in game to the border near PAR and HOP, and block all shipyards of other factions.
This means that Xenon has too low limits of fleets and too long build time for XL ship near 2 hrs, and Station module . Now they can't capture any sector without help. Total NPC allied: force is not equal to XEN forces. Xenon needs to be split into some allied sub-faction with 2 Shipyard 2 Wharf with a time build limit for K near 30 min, and I near 60 min. And limit 3 I and 20 K per sub faction, 2 I fleets to protect sectors 1 I fleets (formation 1 I and 4 K) to attack; this gives them more chance to stay longer in the game. To deal with I , K you need just any fast 1 destroyer or others good DPS ships with 1 fast S fighter with 4+ Burst Ray .
Example https://youtu.be/PQUOdJKHRQY






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Re: Suggestion to add a gate for Xenon's sectors
This is not about what I do or should do, it's about game balance if the player does not interfere. ZYA generally lost to the Xenon before Matrix 101, now they have no chance if the player does not interfere heavily and as early as possible.
If you start as Terran or Paranid and do it halfway roleplay, they effectivly cease to be before you even reach them.
If you start as Terran or Paranid and do it halfway roleplay, they effectivly cease to be before you even reach them.

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Re: Suggestion to add a gate for Xenon's sectors
I'm new to the forums so please forgive me if this is the wrong thread for balance on this subject. For most of my playthroughs the xenon do indeed wipe out most if not all zyarth and free families without any intervention from the player. I do ultimately feel like Split ships/stations are to weak, stations should be buffed as split specialize In hull plating so why aren't they they more robust than Terran stations? However most of the split ships feel way to squishy after the flight model changes in 7.6. I'm currently in beta 8 and the play through has had time for split to recover, they are now holding their own against xenon but do struggle with massive xenon waves from tharks cascade. But early game they definitely get easily steamrolled, I think improvements in station durability would help and should not be a huge balance investment. As for gate placement, since newer sectors continue to be added and gate connections added. this should eventually ease pressure on split factions.
Thoughts?
Thoughts?
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Re: Suggestion to add a gate for Xenon's sectors
The Splits, per faction need just fully loaded 2X Carrier Raptors Fleet in border sectors with M, S fighter bomber and some 8-15 L Rattlesnake escorts and they will be safe from Any Xenon, with repeat order command protect zones near a Gate to Xen Sectors, or simple Defense Station with lot of Plasma L turrets and M pulse turret near all Gate to Xenon, old example:c0d3warrior wrote: ↑Sat, 19. Jul 25, 17:10 I'm new to the forums so please forgive me if this is the wrong thread for balance on this subject. For most of my playthroughs the xenon do indeed wipe out most if not all zyarth and free families without any intervention from the player. I do ultimately feel like Split ships/stations are to weak, stations should be buffed as split specialize In hull plating so why aren't they they more robust than Terran stations? However most of the split ships feel way to squishy after the flight model changes in 7.6. I'm currently in beta 8 and the play through has had time for split to recover, they are now holding their own against xenon but do struggle with massive xenon waves from tharks cascade. But early game they definitely get easily steamrolled, I think improvements in station durability would help and should not be a huge balance investment. As for gate placement, since newer sectors continue to be added and gate connections added. this should eventually ease pressure on split factions.
Thoughts?
https://steamcommunity.com/sharedfiles/ ... 2473055219
tharks cascade
https://steamcommunity.com/sharedfiles/ ... 2466300321
I'm lost so much time to stop that TEL, MIN Armada from wiping these 2 XEN sectors lol, they were near 100% success Matrix #451
https://steamcommunity.com/sharedfiles/ ... 2472434443
after some time:
https://steamcommunity.com/sharedfiles/ ... 2572572006
Last edited by Trueam on Sat, 19. Jul 25, 23:31, edited 1 time in total.






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Re: Suggestion to add a gate for Xenon's sectors
About Matrix 101 there are no Shipyards.LennStar wrote: ↑Sat, 19. Jul 25, 15:39 This is not about what I do or should do, it's about game balance if the player does not interfere. ZYA generally lost to the Xenon before Matrix 101, now they have no chance if the player does not interfere heavily and as early as possible.
If you start as Terran or Paranid and do it halfway roleplay, they effectivly cease to be before you even reach them.
This means Split and others weak from game start Faction need to prebuild a large defense station with 100+ L plasma turrets and lots of M pulse turrets.
Player can get free 2 L ships from the start, 1 from TER Plot, another abandoned, and some S, M ships. This is enough to stop Xenon; you can sell those ships, or fully equip them. With Timeline DLC, you get another 2 L ships, and some M, S. So you simply go and wipe all K I near split station 30 Km and get paid 200K and 600K or more
, With that police license.
long work to get first 10^8 -10^9 Cr Mission to protect ZYA, Because Xenon Sectors Near HOP get wiped by ANT, HOP , forces , so all Xenon rebuild near ZYA lost Shipyards and Wharfs, most Xen Ship was constructed near ZYA -
https://steamcommunity.com/sharedfiles/ ... 2366926580
https://steamcommunity.com/sharedfiles/ ... 2466300321






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Re: Suggestion to add a gate for Xenon's sectors
It will also increase speed of NPC invasion fleets. Instead of pockets of xenon resisting PAR/HOP/TRI/TEL, now Xenon will face them all together at once.
I think it could be a good idea to have some sort of xenon-only gate NPCs can't pass through instead.
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Re: Suggestion to add a gate for Xenon's sectors
Another issue I noticed is lack of methane for Zyarth sectors, since they rely on going into xenon contested or owned regions in order to mine it, they are destined for destruction due to the high hull part cost.
They had a destroyer/battleship as well in x3 called the python. It would have tremendously helped if they had access to something tankier and heavy hitting for x4? Possible mini dlc again?
As for 1 way connections the only current one is the connection between savage spur I and II exiting into Getufune. This type of game mechanic is great and I wish their was more like it.
Or simply add xenon upgrade modules to allow them to build stronger variants like xen shields Mk ii~V. Also why can't their AGI figure out missiles really hurt fighters? Lol they learned nothing from fighting Teladi.
They had a destroyer/battleship as well in x3 called the python. It would have tremendously helped if they had access to something tankier and heavy hitting for x4? Possible mini dlc again?
As for 1 way connections the only current one is the connection between savage spur I and II exiting into Getufune. This type of game mechanic is great and I wish their was more like it.
Or simply add xenon upgrade modules to allow them to build stronger variants like xen shields Mk ii~V. Also why can't their AGI figure out missiles really hurt fighters? Lol they learned nothing from fighting Teladi.
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Re: Suggestion to add a gate for Xenon's sectors
Just add blacklist to exclude enemy 's sectors (and to flee from enemy in radar range for best results) to all NPC's civilian (trade & mining) ship 's by default!
It's pretty easy and effective to save all factions economy...
It's pretty easy and effective to save all factions economy...
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Re: Suggestion to add a gate for Xenon's sectors
I think you don't mean the Split. You probably mean the ZYA. The split in general are not in danger of annihilation.LennStar wrote: ↑Fri, 18. Jul 25, 21:09 I already have problems keeping the Split alive with Matrix 101 there and fleets of 3K coming through the gate. I don't think the Xenon need to think about defense.
Well... until I put Mods on the death star carrier I just finally managed to buy. I guess a hundred plasma turrets will eat a K very fast.![]()
Overall the xenon are much to weak. The fraction don't have any issue to get rid of the xenon.
The real issue is the sector Hatikvah. As soon as the xenon have control over this sector the ARG economy is falling apart and the supply chain in the main area is mostly broken.
You should think that all the fraction does protect there importent sectors but in reality there is no protection for the key sectors.
key sectors are especially sectors with ressources.
The ZYA and ARG is a good example for it. The ARG do not really protect the Hatikvah sector.
The ZYA runs finally out of ressources. They didn't really protect there last ressource sector "family nhuut".
You could expect that ZYA would build some big defense station close to the gate.
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Re: Suggestion to add a gate for Xenon's sectors
I don't have strong opinions on additional Xenon sectors, but I do think that there should be a stronger recovery mechanic when they get steamrolled across the universe. In my game I think they're completely dead because there are no more traders for them and no safe places for those traders to work even if they were spawned in. It's quite boring not having that boogeyman hanging over existence in the X universe..