X4: Foundations

X4: Foundations

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had it up to here with the ship ai
this is rediculous

there is no reason why a captain, 0 or 5 stars, should make mind numbingly stupid decisions like:
warping alone - without his fleet - into a ball of enemies
warping into the killzone of xenon capitals
warping right on top/within 2 km of xenon stations
in general warp without the assigned fleet
not making optimal use of capital ships guns and range when attacking stations or capitals
generally not staying in formation and/or hysterically bad capital maneuvering
wild and wonky warp-in locations coming out of travel mode - or generally just suddenly aborting travel mode for .... apparently no reason at all
the list goes on ....

Im reading alot of people saying things like 'yeah, theyre working on that' or 'thats simulating human mistakes' or 'the crew aren't trained' - NO
stop right there

its been six years now and there are still so many glaring problems - staying unadressed - still plaguing the game and the player
there are many games out there that have solved a big part of the many problems that this game still has and there is no reason why the game is in the state it is in
theyve just now, with 7.5, included fleet reinforcement, (finally) massively reducing the repetitive micromanagement that was maintaining a fleet and - more specifically - carriers
... after 6 years
... in a game where fleets are pretty much THE single economic driver as well as the second of two main pillars upon which this game is built

here is a very short list to significantly increase the maneuverability aspect of the game
- ships more actively use strafing thrusters to move into formation, keep in formation and generally maneuver; none of that over the top twisting and turning that takes way too long and looks amateurish, just to translate 7 meters to the right (buff strafing for larger ships if you have to, just make this circus stop)
- strong fleet coherence, even just an eve-online-esque fleet handling would be miles better than the embarrassing mess we have now
- give ships the ability to orbit/keep at a variable distance, f.e. a % of capital weapons range; this would almost single-handedly solve so many problems (looking at you, station siege)
- fix the random and wonky travel-mode exit locations

and this is just capital ship maneuvering, not to mention the so many other aspects in rest of the game...

cmon egosoft, step up and get this done
Im willing to wager the fan base - ergo, your customer base - will grow massively if you fixed ship ai and general behavior
Last edited by Jesus; Feb 7 @ 12:51pm
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Showing 16-16 of 16 comments
Jesus Feb 8 @ 4:17am 
Originally posted by Killzad:
Originally posted by Jesus:
let me add the possibility of trade wars being a thing, be they by neighboring sectors or even in the same sector by two opposing factions (although I would carefully debuff trade hubs if there are more than one in a sector - again, giving incentive to engage in conflict, be it economic or military)

Tariff incoming trade, bring production to home sector then tax relief local production to alleviate the cost of relocation and jobs stay at home! Genius. This reminds me something just can't put my finger on it.

... need ingame icon of certain orange skinded blond man ....
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Date Posted: Feb 7 @ 12:50pm
Posts: 16