X4: Foundations

X4: Foundations

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Have they fixed the friendly fire issue yet?
I have not played the game since one of my AI controlled ships accidentally shot upon a neutral ship which caused a war and lead to the destruction of EVERYTHING that I had built.

The worst part was that I had way to stop it. We were shooting at Xenon and a neutral ship decides to fly into the middle of the fight, get's destroyed by one of my ships and boom, everything I built is gone..................

Do they have an option to remove friendly fire yet?
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Showing 1-15 of 43 comments
zpc Feb 1 @ 10:51am 
To answer your last paragraph: No.
Originally posted by zpc:
To answer your last paragraph: No.
I guess the devs simply do not care to fix their game then.

I will uninstall the game permanently and put it in the trash bin. I will never play it again, a real shame, the game has wonderful potential, it's sad that the devs refuse to fix big issues.

Thanks for the answer.
zpc Feb 1 @ 11:03am 
Originally posted by Eternal Victory:
Originally posted by zpc:
To answer your last paragraph: No.
I guess the devs simply do not care to fix their game then.

I will uninstall the game permanently and put it in the trash bin. I will never play it again, a real shame, the game has wonderful potential, it's sad that the devs refuse to fix big issues.

Thanks for the answer.

You might want to go over to the Egosoft HQ and start a discussion about this (or search those about that topic). Saying "the devs don't care" is a very quick judgement - and a false one I might add. They do care and they weight their gamedesign against the requests of the community (they always do that). And if they have a reason for not taking community wishes 1:1 into the game they always explain why. The answer might not be popular every time - but it is a lengthy process and no "Begone! I don't do what you ask!" (far from it).
I've been using Kuertee's Friendly fire tweaks[www.nexusmods.com] mod, personally, to solve this issue. It is even customizeable.

Given that some players would probably dislike if they 'fixed' the issue, I'm not really confident Egosoft will ever address it.

Friendly fire is one of those game options that (I think) should have customizeable settings because every player has a different opinion on what is good and what is bad, ranging from "there shouldn't be friendly fire" all the way up to "any friendly fire should upset NPC's". The latter is the most realistic, but I tend to be a lot more middle ground in my own preferences.
I just grandma save, grin and bear it. It's part of the game and saying the devs don't care is pretty silly. They very clearly do care. OP is that really such a deal breaker for you?
Originally posted by Carlsberg:
It has rules to follow. (copied from player handbook).

https://x4playershandbook.com/index.php/index-game-mechanics/friendly-fire/#:~:text=If%20you%20hit%20a%20friendly,turrets)%20can%20be%20particularly%20problematic.
Good summary. That system is a very good reason to go into Global Rules and create a custom Fire authorization override for all your ships to default to.

That override can stop AI controlled player ships from 'firing back' if friendly fire triggers hostilities with factions (as defined by the override), which is not the case if you leave it at the defaults...I learned that the hard way a few days ago when I accidentally triggered friendly fire hostilities. My AI controlled escorts toasted the other ship so quickly I didn't have time to rein them in.
Last edited by Jaggid Edje; Feb 1 @ 11:43am
Urmel Feb 1 @ 11:43am 
the same problem is in X3

but why friendly fire can do any dmg ?
frindly fire shouldnt do dmg , so no reason to attack me.

i should only can do dmg against factions, im in a war / red.
im new to X4, but in X3 was a global settings you choose who is friend and enemy.
¥aeko Feb 1 @ 12:11pm 
it would really alreay help a lot if the game would do a trace along the trajectory of the gun, and just dont shoot if it encounters something that is not an enemy on hit.

RIP Odysseus that got owned by my L Turrets because a K was behind it.
Originally posted by Urmel:
the same problem is in X3

but why friendly fire can do any dmg ?
frindly fire shouldnt do dmg , so no reason to attack me.

i should only can do dmg against factions, im in a war / red.
im new to X4, but in X3 was a global settings you choose who is friend and enemy.
You still had friendly fire in X3, it was even worse in that game. I completely forgot about fire override though.
zpc Feb 1 @ 12:30pm 
I tend to only go "full in" against Xenons - which means I send fleets there with all kinds of weapons, safety off. While sending those "Devastation fleets" on their way to their target destination (Xenon sectors) I deactivate their weaponary.

In civil / faction space I only use weapons with high accuracy and without any aoe damage (which also rules out flak) - which translates to mostly beams (L + M) and pulse weaponary (L). I especially like TER L pulse with high projectile speed mods.

While I'd like some more safety guards between allies (I'm working on my rank / helping faction X - why would I open fire on them) it's always hilarious once there is a domino effect which leads to local warzones. If my ships are involved in escalations like that I move them out of those situations and blacklist the locations / reroute all my traders until the situation stabilizes.

@OP: maybe those planned diplomatic options (check roadmap) will offer something in that regard. The community (@Egosoft HQ) is discussing this from time to time and Egosoft already worked on that. But they don't want players to abuse this, so it's a balancing act for them.
Last edited by zpc; Feb 1 @ 12:30pm
Originally posted by zpc:
I tend to only go "full in" against Xenons - which means I send fleets there with all kinds of weapons, safety off. While sending those "Devastation fleets" on their way to their target destination (Xenon sectors) I deactivate their weaponary.

In civil / faction space I only use weapons with high accuracy and without any aoe damage (which also rules out flak) - which translates to mostly beams (L + M) and pulse weaponary (L). I especially like TER L pulse with high projectile speed mods.

While I'd like some more safety guards between allies (I'm working on my rank / helping faction X - why would I open fire on them) it's always hilarious once there is a domino effect which leads to local warzones. If my ships are involved in escalations like that I move them out of those situations and blacklist the locations / reroute all my traders until the situation stabilizes.

@OP: maybe those planned diplomatic options (check roadmap) will offer something in that regard. The community (@Egosoft HQ) is discussing this from time to time and Egosoft already worked on that. But they don't want players to abuse this, so it's a balancing act for them.
How is it abuse of mechanics when there should be a friendly fire option in the settings?
This is basic functionality that many other games have. There is no excuse why this game doesn't have it.
zpc Feb 1 @ 12:59pm 
Originally posted by Eternal Victory:
Originally posted by zpc:
I tend to only go "full in" against Xenons - which means I send fleets there with all kinds of weapons, safety off. While sending those "Devastation fleets" on their way to their target destination (Xenon sectors) I deactivate their weaponary.

In civil / faction space I only use weapons with high accuracy and without any aoe damage (which also rules out flak) - which translates to mostly beams (L + M) and pulse weaponary (L). I especially like TER L pulse with high projectile speed mods.

While I'd like some more safety guards between allies (I'm working on my rank / helping faction X - why would I open fire on them) it's always hilarious once there is a domino effect which leads to local warzones. If my ships are involved in escalations like that I move them out of those situations and blacklist the locations / reroute all my traders until the situation stabilizes.

@OP: maybe those planned diplomatic options (check roadmap) will offer something in that regard. The community (@Egosoft HQ) is discussing this from time to time and Egosoft already worked on that. But they don't want players to abuse this, so it's a balancing act for them.
How is it abuse of mechanics when there should be a friendly fire option in the settings?
This is basic functionality that many other games have. There is no excuse why this game doesn't have it.

You've to discuss that with the devs. But from the top of the head two ideas:
  • shooting an allied S or M ship without them shooting back / fleeing (as they don't see you as a threat) will eventually trigger the bailing chance. Puff -> Exploit: new ship for the player without reputation loss
  • destroying an allied station (or a single module) without them shooting back or calling the cavalry. Puff -> production down -> Exploit: sell own produced wares for a better price without reputation loss
We can mod this game to make it easy, billions of credits and do as you please. Don't like a mechanic then install a mod, done. Then its not fun anymore, its just a game, play it and move on.

Can we have automation we don't want to manage the fleet, we all want the fastest most powerful fighter so we win everything, we want the biggest baddest ship so we are invincible and go do as we please with no consequences, We don't want friendly fire so we can just shoot where we like and no consequences. But,.... there's always a but.

We want diplomacy, we want immersion, we want realism, we want to trade, run fleets, take part in battles and wage war, build stations and own sectors. But please can Egosoft make it easy. In real life these things are issues and we hire people to manage them but then we would have a workforce and complain that the workforce takes too much effort.

I have nothing against the people who prefer mods, play it your own way but don't assume you speak for us all. You want a fleet then have one but you have to manage it, friendly fire and all. The police and military would love it if they could just turn FF off too but that's not reality. FF is part of combat and needs to be managed, so manage it.

The game is complex, and it has issues and sometimes sorting them, takes a little longer than we would like but its getting there.
Gibbo Feb 1 @ 1:31pm 
I don't have friendly fire problems. I think the main cause is around stations so turn your turrets off and don't have ships defending it. I do keep a fleet near in case an I breaks through, but that fleet is not within fighting range of my station. The turrets on a builder that you might have building on your station can also start a war. Several in fact so turn them off as well. Your stations have enough hull to cope.

Leave you stations naked. I've been doing this for years and other than a raging I nothing will hurt it and if things do get saucy you should have a fleet near by like I do.
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Date Posted: Feb 1 @ 10:41am
Posts: 43