[Suggestion] What could make the first DLC more interesting.

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Karvat
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[Suggestion] What could make the first DLC more interesting.

Post by Karvat » Fri, 1. Feb 19, 12:31

When you introduce the Split in the first DLC, expand the universe in terms of new clusters as much as possible, because for now, even though each cluster is very large, the size of the universe in terms of variety is very small, give each Split family a different faction, maybe even at war with each other, make them able to invade other sectors and conquer them, taking them away from other factions. Hide something like the outpost they had in XR somewhere to make it even more fascinating on the side of the exploration. Add some more ship class, some weapon or shield of that particular faction, unique to that faction to distinguish it. Leaving perhaps lose the idea of inserting a small faction like the Ministry of Finance, the Alliance of the Word, or the Free League of Hatikvah, which are almost completely invisible.

EmperorDragon
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Re: [Suggestion] What could make the first DLC more interesting.

Post by EmperorDragon » Fri, 1. Feb 19, 12:47

Faction war fixes (including factions that take territory from each other through conquest) will be part of the base game, fixes will not come in the form of DLC.

The universe size need some additions before the DLC cycle starts, a few additional unclaimed sectors will already be welcome as I've mentioned in another post. The universe in the base game is just too small, I can live with it but, it needs some extra touches here and there that's not part of some paid DLC.

Outside of bugs and issues, universe size is the only real problem I have with the base game.
“To be the first to enter the cosmos, to engage, single-handed, in an unprecedented duel with nature - could one dream of anything more?” - Yuri Gagarin

Shehriazad
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Re: [Suggestion] What could make the first DLC more interesting.

Post by Shehriazad » Fri, 1. Feb 19, 13:00

Well the Split universe is going to be very interesting because of a few things that will probably be the case if we pay some attention. Here some things I think are going to be true or at least partially true:



1: They will have no direct connection to the main superhighway loop. These sectors are taken, and while some of the connected sectors have inactive jumpgates, I kind of think that they will be even further out.

2:The Split will likely have new weapons. This is hinted at during the Boron PHQ Quest since the Boron is talking about MULTIPLE Split hostages and a financial support network. This means that there is a currently hidden (to us) way for SOME split to communicate information with their empire.

3:The Split have had a completely seperated economy from all of the other factions. We are likely to see new buildings and ship designs (that are still reminiscent of the X3 stuff as hinted at by the devs)

4:This is more of a guesstimation but: All the other races have subfactions and sometimes even an opposing subfaction. This time in separation might have created 2 Split factions with one being the known creatures that strive in war and the others possibly being more peaceful.

5:Due to the lack of the giant superhighway and no outside trade it is not unlikely that their space is a lot more condensed than the other current factions' regions.

6: A personal HOPE: While the modular approach of ship equipment is here to stay, their modules might actually look VERY different due to there not being any intellectual exchange. So their shield generators might have an entirely different look than the standardized 3 main ones' for example. Egosoft can use this chance to make some funky looking modules that'll mix up the style a bit.

7: Something I WANT to be added until or with the DLC -> Being able to put the paintjobs on modules to give everything a more unified look. Green ship + purple engines + weird shield generator glow doesn't match particularly well.


And now something I would think could make X4 more interesrting in general:

Split never had much value put into shields....then let split ships not have any to begin with! Use those module slots for new modules that allow them to fit repair boosters. . Just turn their ships into relatively squishy but formidable hull tanks....if you don't burst them down quickly they just repair back up. For example imagine their S-fighters having 3000-5000 Hull. This is by no means insane...but they constantly repair 150-300 hull per second and can repair up to 100% hull. Some other factions ship cap out at 5000 hull as well but also fit shields.
So in terms of BURST damage they will be LESS tanky but if you cannot just explode them down...they will fix themselves, making them very dangerous in fleet combat where they aren't being focused down.
This would also make people happy that are into the old constant shield regeneration as some ships with high hull would not be a very interesting option to think about in your fleet for warships! If a fully modded destroyer could just counter-regenerate 10K DPS if fully modded, then it could definitely stand a chance against a fully shielded destroyer that isn't boost-repairing as strong.

Basically split fleets would be superior in combat if the enemy isn't using burst tactics/doesn't use proper focus...but split fighters have to be super careful as some missiles will straight up take them out of the game.

Their M/L Ships would be insanely fast and easy-ish to burst down if hit...but insane damage output and the ability to fix up damage over time very fast would still make them a formidable enemy and could diversify the universe quite a bit!

TL;DR - I just want hull-tanking from Eve online XD

Falcrack
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Re: [Suggestion] What could make the first DLC more interesting.

Post by Falcrack » Fri, 1. Feb 19, 16:24

I want a much greater emphasis on long and engaging plots missions.

Andoulline
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Re: [Suggestion] What could make the first DLC more interesting.

Post by Andoulline » Fri, 1. Feb 19, 19:37

EmperorDragon wrote:
Fri, 1. Feb 19, 12:47
The universe in the base game is just too small,
It's actually fairly large but they are lined up in a circle and there is a highway connecting the core sectors making everything be at a short distance. It would be much better if the loop wouldn't exist, or if at the very least the highway wouldn't go through ALL the sectors.

EmperorDragon
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Re: [Suggestion] What could make the first DLC more interesting.

Post by EmperorDragon » Fri, 1. Feb 19, 21:03

I actually like the looped Ring highway, I get the idea behind it. It's the center of the universe where all the core sectors are, "civilized space" basically. It's the well beaten path, the problem is that there's not much off that beaten path.

Take the Hewa's Twin chain of sectors for example, that feels more like going "off the beaten path" and, when Scale Plate relations work properly, it would be rather dangerous to fly through as well if you're not a SCA pirate yourself. We need some more of that sort of frontier space.

That's why a few unknown/uninhabited sectors on the further edges of the universe would be cool, and then give those sectors something to make them worthwhile. They are rich in resources and uninhabited, with the tradeoff of being far away from the Ring highway for example.
“To be the first to enter the cosmos, to engage, single-handed, in an unprecedented duel with nature - could one dream of anything more?” - Yuri Gagarin

Shehriazad
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Re: [Suggestion] What could make the first DLC more interesting.

Post by Shehriazad » Fri, 1. Feb 19, 21:12

EmperorDragon wrote:
Fri, 1. Feb 19, 21:03
I actually like the looped Ring highway, I get the idea behind it. It's the center of the universe where all the core sectors are, "civilized space" basically. It's the well beaten path, the problem is that there's not much off that beaten path.

Take the Hewa's Twin chain of sectors for example, that feels more like going "off the beaten path" and, when Scale Plate relations work properly, it would be rather dangerous to fly through as well if you're not a SCA pirate yourself. We need some more of that sort of frontier space.

That's why a few unknown/uninhabited sectors on the further edges of the universe would be cool, and then give those sectors something to make them worthwhile. They are rich in resources and uninhabited, with the tradeoff of being far away from the Ring highway for example.

Well it's quite clear that the Split are going to be the first major faction that will not have a direct connection to that highway...so that entire faction will be "off the beaten path". Just a question of HOW far away they will be.

Will they connect to a dead jumpgate next to the ring? WIll it be 1-2 sectors off? Will they be split off entirely and we have to go through deep Xenon space? Only time can tell...but I'd like for them to actually be behind Xenon sectors.

caltrop
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Re: [Suggestion] What could make the first DLC more interesting.

Post by caltrop » Fri, 1. Feb 19, 21:55

Agreed, having some civilised sectors behind one or more hostile ones (like in previous x games) is a good early game challenge imo and a reason to conquer the sector later on...

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Loneshade
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Re: [Suggestion] What could make the first DLC more interesting.

Post by Loneshade » Fri, 1. Feb 19, 23:03

content....
- more sectors of course
- special stuff that you can only find exploring
- ship variants you can only find or capture (e.g. 'outdated' variants with slightly worse stats, or hybrid prototypes such as a transport with guns, or a medium sized transport with docking bays, or a scout with redundant shields,...). Definetely more ships where you can see the landing pads from inside the cockpit - nothing looks cooler than watching your own ships take off and land ;)
- cosmetic station modules such as viewing decks - or alternate connectors to give your station a custom shape (maybe also not just buyable at a faction)

- additional product drains such as habitats (right now, if there's no ships being destroyed, there's no need for factories...); more demand for illegal goods.

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Axeface
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Re: [Suggestion] What could make the first DLC more interesting.

Post by Axeface » Sat, 2. Feb 19, 00:56

A Boron vs Split plot makes for the perfect DLC, its just the obvious thing to do, but for whatever reason we arnt getting that.

Are the 2 Paranid factions we have currently 'interesting'? Its going to be something like that im sure, just names.

Requiemfang
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Re: [Suggestion] What could make the first DLC more interesting.

Post by Requiemfang » Sat, 2. Feb 19, 01:54

Axeface wrote:
Sat, 2. Feb 19, 00:56
A Boron vs Split plot makes for the perfect DLC, its just the obvious thing to do, but for whatever reason we arnt getting that.

Are the 2 Paranid factions we have currently 'interesting'? Its going to be something like that im sure, just names.
Probably, I'm guessing that the second DLC will include the Boron, at this point I don't expect we'll be seeing the return of Terrans not unless the developers decide to do a third DLC, I don't know though they said they had 2 planned DLC's who knows maybe they might do a 3rd DLC but I guess we'll just have to see how things turn out.

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Axeface
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Re: [Suggestion] What could make the first DLC more interesting.

Post by Axeface » Sat, 2. Feb 19, 03:42

Requiemfang wrote:
Sat, 2. Feb 19, 01:54
Axeface wrote:
Sat, 2. Feb 19, 00:56
A Boron vs Split plot makes for the perfect DLC, its just the obvious thing to do, but for whatever reason we arnt getting that.

Are the 2 Paranid factions we have currently 'interesting'? Its going to be something like that im sure, just names.
Probably, I'm guessing that the second DLC will include the Boron, at this point I don't expect we'll be seeing the return of Terrans not unless the developers decide to do a third DLC, I don't know though they said they had 2 planned DLC's who knows maybe they might do a 3rd DLC but I guess we'll just have to see how things turn out.
You know what, you just made me VERY worried. I had just assumed that given the reveal that the first DLC is Split only, that Boron would defiantely be the second DLC.... but Terrans are popular, and they could even work as a third hostile race, but with them they could actually be playable.

Requiemfang
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Re: [Suggestion] What could make the first DLC more interesting.

Post by Requiemfang » Sat, 2. Feb 19, 05:20

Axeface wrote:
Sat, 2. Feb 19, 03:42
Requiemfang wrote:
Sat, 2. Feb 19, 01:54
Axeface wrote:
Sat, 2. Feb 19, 00:56
A Boron vs Split plot makes for the perfect DLC, its just the obvious thing to do, but for whatever reason we arnt getting that.

Are the 2 Paranid factions we have currently 'interesting'? Its going to be something like that im sure, just names.
Probably, I'm guessing that the second DLC will include the Boron, at this point I don't expect we'll be seeing the return of Terrans not unless the developers decide to do a third DLC, I don't know though they said they had 2 planned DLC's who knows maybe they might do a 3rd DLC but I guess we'll just have to see how things turn out.
You know what, you just made me VERY worried. I had just assumed that given the reveal that the first DLC is Split only, that Boron would defiantely be the second DLC.... but Terrans are popular, and they could even work as a third hostile race, but with them they could actually be playable.
Yeah I get what your saying, they wouldn't need to do much with NPC models, just copy the Argon's except for clothing and uniforms though, As we know from X3TC and AP the Terran's were a bit organized in terms of military and had uniforms and stuff. Only thing they'd really have to work on would be ships, stations and making the paintjobs.

shealladh
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Re: [Suggestion] What could make the first DLC more interesting.

Post by shealladh » Sat, 2. Feb 19, 06:29

loot boxes :twisted: (kidding)

Expanded Modules for stations, especially the Equipment docks etc. where you could add more places and expand the Mission people within those places.

Adding more to the Bars, for example, in which you can play some game (poker maybe) to add other ways to increase the Standing with Black Marketeers

Adding the Capital Ship Weapons/Parts as loot again. I miss that feature. You should then be able to Scan the Cargo Box to obtain a chance to get the actual blueprint too
Last edited by shealladh on Sat, 2. Feb 19, 07:56, edited 1 time in total.

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Nikola515
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Re: [Suggestion] What could make the first DLC more interesting.

Post by Nikola515 » Sat, 2. Feb 19, 07:41

Adding new maps and ships/stations or even races wont do much for this game. We got new sectors in XR with new ships and some stations but they didn't make much difference over all as they pretty much did the same thing as other ships/stations in game. What this game need is major bug fixes and adding new features to keep players interested in game. I hate to say it but I played more of XR than I did X4 in same amount of time (I haven't played X4 sense Christmas). Having new ships is nice but what is the point when AI is broken and turrets are useless. Beside player shipyard I don't see anything interesting coming in future.... Landing on stations with spacesuit sounds interesting only if we could explore abandoned/destroyed stations. But this would include them having whole new interiors and that is something Ego probably is not going to do.
Back to topic.... This is what they need to do (just my opinion)

1) New weapons- Something like powerful flak weapons for capital ships or weapons that can charge for maximum damage. Rest of weapons need to be balanced as they overheat too fast and they don't do any damage vs heat emitted. This makes battle annoying after a while especially fighting multiple enemies.

2) Adding more weapon slots for ships- There is no reason why some ships cant have more weapons on them.... Scouts should have at least two weapon slots or one built in just for small missiles (inventory for missiles should be small)...Another example is Cerberus with only two main weapons that are making it completely useless compared other ships in its class. One dock for single fighter don't make up for lack of weapons compared to Nemesis. Adding one more slot (that i would use for missiles) would make it effective ship in player hand. This makes lots ships more useless than they already are...

3) Turrets- Beside making them effective we should be able to take control over them just like in X3. This would be fun in capital ship battles and something that I missed a lot form X3. Only problem was that X3 ships wore too week (dint have lots HP ) so battle was short to use them (thanks mods for changing this)... In X4 this would be even more tactical as we can disable/destroy ships parts.

4) Missile multi lock- As we can munt multiple missiles on one ship I don't se the reason why they can target multiple ships or even ships/stations surface elements.

5) Venture offline mode- Something like what Mass Effect Andromeda or Metal Gear Solid V did.

6) More missions- Add more missions especially combat missions and make them easy to find (not fly station to station to see what they have). Also build station for NPC like in X3 would be fun.

7)Bring back old ship-I love X3 models especially capital ships... This new models look add and i don't like how their cockpits are placed in front of them. I wont to be able to see massive hull right in front of bridge... Capital ships rely on their sensors (hallo map) to see their enemy not captain/player eyes.
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....

shealladh
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Re: [Suggestion] What could make the first DLC more interesting.

Post by shealladh » Sat, 2. Feb 19, 08:03

Nikola515 wrote:
Sat, 2. Feb 19, 07:41
3) Turrets- Beside making them effective we should be able to take control over them just like in X3. This would be fun in capital ship battles and something that I missed a lot form X3. Only problem was that X3 ships wore too week (dint have lots HP ) so battle was short to use them (thanks mods for changing this)... In X4 this would be even more tactical as we can disable/destroy ships parts.
Add the option to set a crew member as the turret operator. You can then take control as well as piloting the ships if you wish to.
6) More missions- Add more missions especially combat missions and make them easy to find (not fly station to station to see what they have). Also build station for NPC like in X3 would be fun.
Bring back the random ship with a Mission. Trader needs escort, ship sending distress request. Come repair my ship. Civilian, quick hide me, and get me outta here (has been scanned by Police and is trying to escpae)
7)Bring back old ship-I love X3 models especially capital ships... This new models look add and i don't like how their cockpits are placed in front of them. I wont to be able to see massive hull right in front of bridge... Capital ships rely on their sensors (hallo map) to see their enemy not captain/player eyes.
I do miss a lot of the old ship designs. I am hoping that they expand the moduled options on a ship.
Capitals could be fleshed out with an attached room for engineering. A med bay, etc.

Rug
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Re: [Suggestion] What could make the first DLC more interesting.

Post by Rug » Sat, 2. Feb 19, 09:40

Nikola515 wrote:
Sat, 2. Feb 19, 07:41
List of things...
Most (all?) of the changes you list fit better as ongoing fixes (available to all) rather than as DLC (only for those who buy the DLC).
The new stuff is more of an option, so new sectors and races, rather than core mechanic changes.

In my view anyway.

Rug
I like to think everyone just wants to feel human.

(Antilogic)

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Loneshade
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Re: [Suggestion] What could make the first DLC more interesting.

Post by Loneshade » Sat, 2. Feb 19, 23:39

More faces and hair styles would be nice.
I hate all my cap-ship crew looking the same....

btw, weren't argons supposed to be mostly asians? why's there none/so few of these?

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