X4: Foundations

X4: Foundations

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Bail and Board
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9 月 18 日 下午 3:19
10 月 31 日 上午 10:52
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Bail and Board

描述
Key Features

Full In-Game Settings Menu:
Tweak every single feature to your exact preference. Find it under Settings -> Extensions -> Bail and Board Settings.

Three Unique Bailing Formulas:
Choose your preferred style of surrender, from the balanced vanilla to the skill-focused "Veteran's Resolve" or the dynamic "Panic vs. Morale".

Granular Bailing Control:
Adjust bail timers, bonus chances, crew bail group sizes, and even apply reputation penalties for forcing a surrender.

AI vs AI Bailing:
For the first time, AI pilots can now surrender to other AI attackers! This new mechanic has been thoroughly tested for stability — note that AI crews do not restock when low.

Meaningful Boarding Consequences:
Piracy is a crime! Initiating and succeeding in a boarding operation will correctly apply a reputation penalty and alert local police, with multipliers fully adjustable in the menu.

Dynamic Boarding Combat:
Tweak the lethality of boarding fights. Independently adjust health multipliers for attackers and multiple defender types, and enable configurable critical hits for high-skill marines.

Train Your Elite Squads:
Reward your surviving veterans by adjusting the experience multiplier for successful boardings, helping you build a legendary marine corps faster.

Enhanced Boarding Mechanics:
Enable "Pod Frying" where high shields pose a real threat to incoming pods, making veteran marines more valuable. Adjust the speed of the hull-cutting phase to your liking.

Improved Player Feedback:
Receive clear, on-screen notifications for hull cutting progress, boarding pod status, and bail checks—now with over 140 unique messages for added immersion.
Also includes new pilot surrender messages for S/M ships, adding extra flavour and personality to their final moments.




The Nitty-Gritty: Detailed Mechanics Breakdown

Bailing Overhaul
Take control of when and how enemy ships surrender.

Three Bail Chance Formulas:

Formula 1: Vanilla – The standard Egosoft formula. A balanced approach where pilot skill, ship size, and health are all factors.

Formula 2: Veteran's Resolve (Quadratic) – Skill matters immensely. Rookies will bail easily, but high-skill veterans become incredibly resolute, making them extremely difficult to dislodge without destroying their ship.

Formula 3: Panic vs. Morale – A dynamic battle between the pilot's rising panic (based on hull damage) and their nerve (based on morale skill). High-morale pilots can withstand immense punishment, but even they will break when their ship is about to fall apart.

Fine-Tune Your Bailing Experience:

Difficulty Divisors: Separately adjust the difficulty of bailing Capital ships, Xenon ships, and ships attacked by your AI-controlled fleet.
Adjustable Timers: Control the cooldown between bail checks for S/M and L/XL ships.
Bonus Chance on Fail: Reward persistence by adding a stacking bonus to the bail chance for every failed attempt. This bonus resets on a successful bail.
Reputation Penalties: Optionally enable a reputation penalty when you force an enemy captain to bail, with an adjustable multiplier.
Captain Scuttle: Allow bailing captains to damage their own ship and its components as a final act of defiance.
Claim Scuttling: Separate from bailing scuttling — this allows captured or claimed ships to undergo their own controlled destruction routine if configured to do so.
Notifications: Get clear feedback on bail attempts with over 140 unique messages. Choose whether to keep them on-screen for the duration of the bail timer.




Boarding Overhaul
Turn boarding into a tactical and consequential operation.

Real Reputation Penalties:

Boarding Started: Optionally enable a reputation penalty the moment you commit to the attack. This act of aggression will alert local police to investigate.
Boarding Successful: Capturing a ship is a major crime. A reputation penalty equivalent to destroying the ship is applied. Use the in-game slider to set this from 0x (no penalty) to 4x (severe penalty).

Tactical Combat & Risks:

Marine Health Multipliers: Control the battlefield lethality. Independently adjust the starting health for attacking marines, defending marines, service crew, and even the virtual defenders from ship resistance.
Critical Hits: Enable a chance for high-skill marines on both sides to score a critical hit. Use the menu to set the damage multiplier and turn the tide of battle!
Pod Frying: Attacking a heavily shielded target is now a calculated risk. Boarding pods have a chance to be destroyed by shield energy upon impact. This chance is reduced by the average skill of the marines inside, making veterans essential for cracking tough nuts.
Experience Multiplier: Reward your surviving veterans. Adjust the experience gained from a successful boarding to train your elite squads faster.
Hull Cutting Control: Adjust the speed of the infiltration phase with a simple multiplier. Receive clear, threshold-based notifications (10%, 20%, 50%...) on the progress of your marines.




Direct Link to Recommended Settings Image
Recommended[i.ibb.co]
24 条留言
JCD 11 月 11 日 下午 1:44 
This makes piracy way more fun and a lot less tedious.
z1p  [作者] 11 月 10 日 上午 8:43 
Not going to put an option for L/XL captain bailing. Its an inherent part that the captain goes down with teh ship and I strongly believe in it for L/XL ships that a captain stays. It would also completely remove the entirety of the boarding mechanic, something I think everybody should learn how to do properly (regardless of my mod)
Vanloub 11 月 9 日 上午 9:46 
Great mod, curious if it would be possible to make L/XL captain to bail too but it is such a great mod atm
Arthur Revan 11 月 5 日 下午 2:40 
That is good.
From what I gathered, the abandoned ships do despawn if player didn't see them. But as soon they are found, they are permanent.

As of right now, I had to disable the option, and then go thru every sector and destroy about ~30 of the damn things ( Mostly useless light fighters ). They clutter the map and I rather spend 3 mil buying it, then waist time collecting them.

But did claimed 3 heavy fighters and 3 corvettes ( free stuff is always nice ).

PS: Adding a timer slider for each ship class would be awesome ( like in upb Bail mod ).
z1p  [作者] 11 月 5 日 下午 2:10 
Nope, Abandoned ships are unfortunately here to stay until claimed. I will shortly be releasing another update to this mod which will add a check for abandoned ships and put a timer on them to despawn. It will be a longer timer to allow for wreck collection and to save the handful of freebie ships the player gets like the Sapporo / cutlass / blah blah etc.
Arthur Revan 11 月 3 日 上午 8:56 
Will the abandoned ships ( AI vs AI bail ) despawn in time?

If yes ( like 20 - 60 min ) than it OK, if not, than is should be a feature, as otherwise it will start clatter the map with permanent ships that player has no interest in claiming.

So far ( ~4 hours of using the new feature ), I've claimed 2 ships that were good, but have also seen ~5 that I don't need.
z1p  [作者] 10 月 31 日 上午 11:27 
Updated. Please let me know your thoughts on teh AI vs AI bailing, it is currently a very low amount of bails (its a /8 chance to compensate for OOS fighting everywhere) overall so don't expect many ships all over the place.
Arthur Revan 10 月 29 日 下午 8:46 
Thanks. So every "I need an update! - We getting through" are from different teams. Nice.

New UI = Awesome!
z1p  [作者] 10 月 29 日 下午 1:32 
For simplicity....

Attacking (you) teams are made up of marines that arrive on boarding pods (usually teams of 5).

Enemy teams are usually made up of marines or service crew.

Teams are sorted and thrown against eachother... multiple fights go on at the same time of AttackingTeamA vs DefendingTeamX or whatever. There is no set pattern.

Until nobody is left. Damage is applied from eachother randomly to another member on each team.

It is a very intricate system, and when I am good enough to do the UI I will have it all on show
Arthur Revan 10 月 28 日 下午 4:24 
@z1p
"single team (usually your good marines) vs team after team of crappy service crew"

Can you describe how the boarding logic actually works?
I assumed it just numbers games, but after 200 marines ( with 30 veterans ) ~1500 power, spend 5 minutes defeating 25 service crew ~200 power, and lost 16 recruits in the possess...

IDK, that must have been a HELL of the door, with booby traps and turrets...:Owlcat_sleepless: