Ah, had not seen this post. Good to know it will be fixed I'll wait for 3.2.
Thanks,
Caleb.
Search found 788 matches
- Sun, 3. May 20, 21:29
- Forum: X4: Foundations - Technical Support
- Topic: [3.10] Bug Cannot tranfser CR in quest Unfolded Potential - Fixed in a future build.
- Replies: 11
- Views: 1035
- Sun, 3. May 20, 01:44
- Forum: X4: Foundations - Technical Support
- Topic: [3.10] Bug Cannot tranfser CR in quest Unfolded Potential - Fixed in a future build.
- Replies: 11
- Views: 1035
Can't turn in mission "Fund: Boso Ta's Research (1,000,000,000Cr)"
Can't turn the credits to finish the mission. I did have the option before, but it was grayed out because I did not have the credits. So I did all the other turn ins, but now I do not get the option for the credits. When I click on her, all I get is the "hello there" little speech, and no option for...
- Wed, 18. Apr 18, 02:57
- Forum: X4: Foundations
- Topic: Trust, and faith in the developer.
- Replies: 71
- Views: 12736
Hey, that's cool. And I'm in the same boat as you. Played X-Tension for far more than I want to acknowledge, X2, X3s for massive amount of hours, and they are each great in their own right. I did preorder rebirth, and it was a massive let down. And I did try to play it. Just could not get into it. I...
- Thu, 21. Dec 17, 00:04
- Forum: X4: Foundations
- Topic: Gimballed vs Fixed weapons
- Replies: 34
- Views: 4447
lots of stuff Those are all sample numbers. They may be matched to whatever the devs want. If 25% extra damage is not enough, make it 30%, 40%, 50%, or whatever is a proper number. What I want is variety, and skill to make a difference. Whether they are commander skills with setups/tactics, or pilo...
- Wed, 20. Dec 17, 23:07
- Forum: X4: Foundations
- Topic: Gimballed vs Fixed weapons
- Replies: 34
- Views: 4447
In your example you have a weapon that hits for 4 times as much damage or +400%. That is stupid in a game where you have large or slow structures which you can hit 100% of the time. This actually is what dumbfire missiles do in the game but they have a limited ammo or are limited by a(n easily impl...
- Wed, 20. Dec 17, 21:12
- Forum: X4: Foundations
- Topic: Gimballed vs Fixed weapons
- Replies: 34
- Views: 4447
X games always had both options. Based on XR player weapons already do enough damage gimballed. Nerfing damage on tracking guns would lengthen the PVE experience for most people, potentially making it boring. No one wants that. Balancing them in an SP game is a waste of resources. You have V crushe...
- Wed, 20. Dec 17, 17:46
- Forum: X4: Foundations
- Topic: Gimballed vs Fixed weapons
- Replies: 34
- Views: 4447
X games always had both options. Based on XR player weapons already do enough damage gimballed. Nerfing damage on tracking guns would lengthen the PVE experience for most people, potentially making it boring. No one wants that. Balancing them in an SP game is a waste of resources. You have V crushe...
- Wed, 20. Dec 17, 17:40
- Forum: X4: Foundations
- Topic: realism
- Replies: 8
- Views: 1012
I think that instead of teleprotation they should use some kind of telepresence, and it should require an allied station or capital ship as a relay in case the target ship/station is too far away. I would prefer this as well. We can do remote control now with our puny human civilization, so a space...
- Wed, 20. Dec 17, 17:32
- Forum: X4: Foundations
- Topic: physics ...
- Replies: 15
- Views: 2420
I don't think we'll have, or even need, all those physics additions. It's more of an economic game with spaceships thrown in instead of trucks, or boats. And while I'm sure all those additions would make a great "simulation", I prefer they make a better "game" instead. Personal preference of course,...
- Wed, 20. Dec 17, 17:26
- Forum: X4: Foundations
- Topic: Gimballed vs Fixed weapons
- Replies: 34
- Views: 4447
Elite Dangerous system, with turreted/fixed/gimballed weapons. Gimballed autoaim but come with downsides and counters like chaff. Turreted give 360° coverage but less DPS. Fixed guns only shoot forwards, and that's it, but they are immune to chaff and have the highest DPS. I'd go for this as well. ...
- Thu, 12. Oct 17, 01:46
- Forum: X4: Foundations
- Topic: X4 boarding mechanics
- Replies: 43
- Views: 9704
Id rather scrap marines and boarding that way and instead just have a dedicated capture frigate or something like from say homeworld games where it latches on and takes over with a timer which is affected by ship type being captured and amount of damage been inflicted. Some ships like cap ships wou...
- Thu, 12. Oct 17, 01:37
- Forum: X4: Foundations
- Topic: X4 boarding mechanics
- Replies: 43
- Views: 9704
I know the idea appeals to many people, but I personally do not like FPS games. And I never buy an X game expecting an FPS in it... So I do not like the idea. I would prefer a more strategic approach to boarding. Not sure if as simplified as SPGW https://youtu.be/fXd13U58QfE?t=9m58s Hard to find a g...
- Thu, 12. Oct 17, 01:16
- Forum: X4: Foundations
- Topic: Suggestion thread: Teleportation, ejection and escape pods.
- Replies: 31
- Views: 3095
Lots of good stuff And you bring other really good points. More to do with "lore" but perfectly valid. Again, I guess everyone is different, and I'm fine with having a teleporter for the player, but not weapons (like the old X games). I value gameplay over accuracy, or loreability I guess. But, onc...
- Wed, 11. Oct 17, 23:26
- Forum: X4: Foundations
- Topic: Suggestion thread: Teleportation, ejection and escape pods.
- Replies: 31
- Views: 3095
There is no real solution, because there is no real problem. People will just play differently, and find what works for them. Some people will not do save-scumming, because they can live with the losses of a bad trade or decisions. Others will abuse that save/load button. Some people would pile up s...
- Wed, 11. Oct 17, 23:10
- Forum: X4: Foundations
- Topic: XL ship armament
- Replies: 15
- Views: 1864
I like the idea of ships having some specialized weapons (defining its role) and some customizable weapons. That would push towards mixed fleets to cover all possible outcomes. You could have ships with giant harpoons, and drills/cutters that would be your boarding ships, ships with tractor beams to...
- Wed, 11. Oct 17, 22:49
- Forum: X4: Foundations
- Topic: Will there be fake traffic in highways?
- Replies: 32
- Views: 3734
- Wed, 20. Sep 17, 16:48
- Forum: X4: Foundations
- Topic: No useless ships
- Replies: 48
- Views: 5019
- Sat, 16. Sep 17, 16:36
- Forum: X4: Foundations
- Topic: Things that we want and don't want from X3 in X4
- Replies: 96
- Views: 8920
Yes they do, and for very real reasons as well:gbjbaanb wrote:spacesuits, BTW, don't need holes for cleavage no. They need to be skintight though
https://en.wikipedia.org/wiki/Liquid_Co ... on_Garment
- Sat, 16. Sep 17, 16:28
- Forum: X4: Foundations
- Topic: [Suggestion] use of TTS for Betty so player addons become seamless
- Replies: 20
- Views: 2786
If this were to happen, the most important thing would be to set up a pretty thorough dictionary for all the X-specific words, and ideally give access to it for modders as well. A dictionary basically tells the TTS engine "when you see sequence A, pronounce sequence B", so as a hypothetical example...
- Tue, 12. Sep 17, 06:36
- Forum: X4: Foundations
- Topic: Suggestion: Adding support for multiple physical monitors
- Replies: 62
- Views: 5175
For me, i would be really happy to see combination of multiple computers with touchscreen support. I am imagining myself, sitting in cockpit, one hand on joystick, another giving orders to my ships on second monitor :-) It's not worth an effort to implement soemthing that would be used by 0.001% of...