Future project: Fighter-class speed overhaul

The place to discuss scripting and game modifications for X²: The Threat.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
Damar Stiehl
Posts: 861
Joined: Mon, 3. May 04, 02:54
x3

Future project: Fighter-class speed overhaul

Post by Damar Stiehl »

As correctly noted by a number of people, fighter craft's speed is woefully inadequate in comparison to the speeds of larger ships.

I am rolling around some ideas for a small overhaul in my head and welcome any input. I am planning to improve the base speeds of all M5, M4 and M3 ships in the game so as to better reflect their purposes.

Thus far I have this in my mind:

* All ships' relative speed standings shall be preserved (I.E. the Harrier will still be the slowest M5 and the Pegasus the fastest).
* The speed of any given ship shall not exceed 1009 m/s (Paranid Pegasus).
* All M5 ships shall travel at the speeds between 500 m/s and 1009 m/s.
* All M4 ships shal travel at the speeds between 450 m/s and 750 m/s.
* All M3 ships shall travel at the speeds between 350 m/s and 600 m/s.

This creates certain overlap zones in fighter craft speed (I.E. if you drive an M3 you can catch the slower M5s and almost all M4s, etc) and boosts the speed of all fighters so that they actually behave LIKE fighters.

Suggestions, comments?
Nanook
Moderator (English)
Moderator (English)
Posts: 28251
Joined: Thu, 15. May 03, 20:57
x4

Post by Nanook »

I've long been thinking along the same lines, but decided to wait for 1.4 to see what Egosoft has for us. As to the relative speeds of the different fighter classes, I suggest making the fastest M3 able to catch the slowest M4 and the fastest M4 able to catch the slowest M5. I don't think an M3 should ever be able to catch a maxed M5. There's just too much difference in combat capability and it would make that M5 worthless. The current game has too many worthless ships as it is, the Paranid Pericles for one.

Just my ideas. :)
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

X4 is a journey, not a destination. Have fun on your travels.
User avatar
GoateeCat
Posts: 1184
Joined: Mon, 10. Mar 03, 23:50
x2

Post by GoateeCat »

Great idea. I say do it, I would definitely use it!
Firedancer
Posts: 632
Joined: Wed, 13. Aug 03, 15:45
x3

*nods*

Post by Firedancer »

*nods* sounds nice... but I'd too wait for 1.4 first.


anyway I'd especially make sure the M4's of a race are ALWAYS faster than the M3's of the same race.... otherwise that doesn't really make sense... the descriptions never make it sound like any race would use outdated "budget" fighters.....
User avatar
JustHere4Coffee
Posts: 1075
Joined: Wed, 6. Nov 02, 20:31
x2

Post by JustHere4Coffee »

something that's just struck me as an interesting idea is a modification of freight classes as well as speeds

seeing as some M3s can only carry M class cargo, and some M4s can only squeeze in S class cargo, wouldn't it make sense if we could make a slow M5 like the Mandalay or Harrier accept M class freight? imagine, an M5 with a jump drive...
Firedancer
Posts: 632
Joined: Wed, 13. Aug 03, 15:45
x3

real scary......

Post by Firedancer »

JustHere4Coffee wrote:something that's just struck me as an interesting idea is a modification of freight classes as well as speeds

seeing as some M3s can only carry M class cargo, and some M4s can only squeeze in S class cargo, wouldn't it make sense if we could make a slow M5 like the Mandalay or Harrier accept M class freight? imagine, an M5 with a jump drive...

a real scary thought... I already wonder as is why one would ever buy a carrier, when they cost more than destroyers, but have less firepower and speed. When they can't repair docked ships, nor are needed to transport larger amounts of craft.... as the later could just hop along on their own.... and refuel isn't much an issue either. So far the M5, and one 1 or 2 M4's with small cargo were my only excuse to keep one ;)


Ps: i for my part would wish equipment to eat up cargo far more heavily... e.g. jumpdrives should be a real hitter.... I'd think an M5 with jumpdrive as a courier ship cute.... but then, I guess even if the drive fits in... it should still like use 90% of the cargo space of an M5 that neither has weapons nor shields nor too many engine upgrades...

As it is, I got all my ships maxed out with all equipment possible... and I can't for my life figure why the AI turns a 2 Million Credit M3 heavy fighter into a helpless nutshell by flying it at 10% it's engine power and with no targeting systems installed. It's scary if my centaur still overtakes most all M5's I encounter... why do they even bother to build them then?
User avatar
Burianek
Posts: 2981
Joined: Mon, 29. Dec 03, 03:29
x3tc

Post by Burianek »

go to the beta folder in the site in my signature.
download the rebalance beta.zip file in there.
the readme is pretty detailed. makes a ton of changes.
full of ideas that you may feel free to keep/discard/plagarize at will :)
i'm also waiting for 1.4 before i finish/finalize it.
Cheers.
"Nature's first green is gold" . . . stay golden.
User avatar
Damar Stiehl
Posts: 861
Joined: Mon, 3. May 04, 02:54
x3

Post by Damar Stiehl »

I bow down to the magintude of the changes.

I don't agree with all of it, but the amount of work is tremendows.

Burianek, you rock - and twice as much for being so open to sharing.
User avatar
Burianek
Posts: 2981
Joined: Mon, 29. Dec 03, 03:29
x3tc

Post by Burianek »

if you have suggestions, feel free.
i welcome harsh, unmerciful criticism :)
i'm also open to collaboration.
(this may stun some people, but i'm not always right ;))
"Nature's first green is gold" . . . stay golden.
User avatar
LV
Sith Lord
Posts: 8255
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by LV »

If you speed up fighter ships you will have many more collisions and the fire time will be reduced.

Imo ruducing cap class speed to around the 100 m/s mark would be better and doubling laser fire rates
LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
User avatar
Burianek
Posts: 2981
Joined: Mon, 29. Dec 03, 03:29
x3tc

Post by Burianek »

I'll actually humbly disagree. IMHO ramming is based much more on turning capability than ship flight speed. (at least as far as the player is concerned, you may be right about npc ships interacting with other members of their world)
Firing times are shorter given large values of relative speed (ship 1 spd - ship 2 spd). Doesn't affect one ship tailing another. But I do see your point.
Reducing cap ship speed is certainly a viable alternative to reposition fighters where they 'should' be in the grand scheme of things. The only problem is that this takes a game in which it can already be somewhat slow to fly across space and makes it slower.
"Nature's first green is gold" . . . stay golden.

Return to “X²: The Threat - Scripts and Modding”