Tired of being shot down.......... no more.

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Well, Ive had it. I cant take it any more.

I quit first time because making money doing freight became nearly impossible for my small ship.

I came back months later. I thought, maybe they fixed the trade system. It was brilliant during Beta, but went south on launch.

Nope. Now, I just get shot down. Cant even get to a station with freight. Its like pirates are all there are. Like flies on a station. Go into a system to a good port and suddenly 5 flies are after you and bam... shot down again. In one week, I wonder how many times I died.


LATER DAYS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


I must say that I do not fully understand you. I am a newbie, playing only one week, couple of hours per evening. I was killed twice. Firstly it was a pirate and second death was my fault during landing. During this only one week, I moved from Sidewinder through Adder to Cobra (with all systems upgraded to B-C level) with couple of hundreds of thousands Cr in bank.
You can always start in Solo mode, the amount of NPC pirates is really low in the beginner system like Eravate. Later, with better ship and pilot training, you can switch to Open, if it is your cup of tea.
 
1.3 is rebalancing careers... mining will now be viable and missions are having an overhaul. I'd play with friends or in solo/private if players are killing you. Maybe go to lower pop systems and build up your ship and money first.
 
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I did not say the trade system can't produce money. It just sucks. You don't really trade, you just space truck number between identically looking stations.
In X, the different stations had different purposes. There was a clear chain of production.
The energy stations with massive solar panels produced energy cells. They were needed for practically everything. Smaller stations produced less cells/min than bigger ones.
Then there were grain producing bases with huge green houses. Those transformed X amount of cells and Y amount minor materials into A tons of grain/min.
Livestock bases turned B amount of energy and C amount of grain and D amount of spices into E amount of Meat.
Production bases turned H amount of food and minerals into some actual item.
Take a look at the dependancies here:
http://www.x3wiki.com/index.php/Stations

Every product has a reason to exist and are produced in a logical manner. If the transport chain was disturbed, over production (low prices) or shortages (high prices) happened. This is actually fun and you could play the market. Blockading and stockpiling made sense. You could play the economy as a real trader, not a simple truck driver.
Here, the goods are created out of thin air without time or resources requirements. What happens if no food is transported to a station, will the worker stop producing stuff and die of starvation? Not at all. Nothing happens. Will less frequently visited station have better prices, is happend in X all the time? No. No point to go to the station 2k from the star. It will have about the same prices as the station 0.2k away

You know how long it would take to pop a transport ship? A cobra can kill a T6 in 4 secs clean. No chance to run or escape. A hauler? 2 Secs. Even the massive T9 can be killed by a cobra before he could charge the FSD after SUBMIT.
In open, the cobra is better light transport than a T6. The Clipper is better medium transport then a T7. The Anaconda is better heavy transport than T9.
 
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Well, Ive had it. I cant take it any more.

I quit first time because making money doing freight became nearly impossible for my small ship.

I came back months later. I thought, maybe they fixed the trade system. It was brilliant during Beta, but went south on launch.

Nope. Now, I just get shot down. Cant even get to a station with freight. Its like pirates are all there are. Like flies on a station. Go into a system to a good port and suddenly 5 flies are after you and bam... shot down again. In one week, I wonder how many times I died.


LATER DAYS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


Om, which system are you located? Maybe you want to avoid starter's area as well as Lave and the like?
 
You know how long it would take to pop a transport ship? A cobra can kill a T6 in 4 secs clean. No chance to run or escape. A hauler? 2 Secs. Even the massive T9 can be killed by a cobra before he could charge the FSD after SUBMIT.
.

Only if you are a rubbish pilot. It is impossible to get killed by an NPC unless you do everything wrong, Against a cmdr, you can easily survive an interdiction if you follow the right escape procedure (or avoid the interdiction in the first place)

Regarding the X games, you are right, best space trading sim out there. The game was incredibly poor, but the trading spect was genius
 
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X-Rebirth never happened. X3 with the addons and patches was pretty solid and looked nice.

Dying against AI is unheard of. I suspect the OP dies against CMDRs because not even anarchies, you get interdicted all the time. In the riedguat anarchy system, I was interdicted about 1/10 flights by AI. And it was either a sidey or an eagle, far from serious firepower.
If he is getting killed by CMDRs, then there is very little he can do with limited amount of money.

First, don't fly a Hauler, never, ever. It is a call for disaster. Buy a Viper instead or heck an Eagle. It can still haul and get out of harms way if needed.
Do bounty hunting in the Sidey at nav beacons or RES. It is a easiest income at first. Pop 5-10 ships and you will have some combat rank and money to get a better ship. Oh and play the combat training missions over and over before you enter the game the first time.
 
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I did not say the trade system can't produce money. It just sucks. You don't really trade, you just space truck number between identically looking stations.
In X, the different stations had different purposes. There was a clear chain of production.
The energy stations with massive solar panels produced energy cells. They were needed for practically everything. Smaller stations produced less cells/min than bigger ones.
Then there were grain producing bases with huge green houses. Those transformed X amount of cells and Y amount minor materials into A tons of grain/min.
Livestock bases turned B amount of energy and C amount of grain and D amount of spices into E amount of Meat.
Production bases turned H amount of food and minerals into some actual item.
Take a look at the dependancies here:
http://www.x3wiki.com/index.php/Stations

Every product has a reason to exist and are produced in a logical manner. If the transport chain was disturbed, over production (low prices) or shortages (high prices) happened. This is actually fun and you could play the market. Blockading and stockpiling made sense. You could play the economy as a real trader, not a simple truck driver.
Here, the goods are created out of thin air without time or resources requirements. What happens if no food is transported to a station, will the worker stop producing stuff and die of starvation? Not at all. Nothing happens. Will less frequently visited station have better prices, is happend in X all the time? No. No point to go to the station 2k from the star. It will have about the same prices as the station 0.2k away

You know how long it would take to pop a transport ship? A cobra can kill a T6 in 4 secs clean. No chance to run or escape. A hauler? 2 Secs. Even the massive T9 can be killed by a cobra before he could charge the FSD after SUBMIT.
In open, the cobra is better light transport than a T6. The Clipper is better medium transport then a T7. The Anaconda is better heavy transport than T9.

The stations do have purposes. And its pretty obvious which stations make what and what stations demand what. But its not an exact science. There is no sure thing, well not many anyway.

Maybe ships should be able to withstand more damage, but to be honest for a MP game its balanced probably as well as it can be. If they made you harder to kill it means its harder to kill others, then people would be complaining its too hard to kill.
 
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Here, the stations have a tendency to trade this or that better. It is not consistent thou. The problem is that there is no Supply and Demand chain.
The station does not consume X amount of base materials to make Y amount of items. Agri bases never run out of biowaste and stop the production of food items. Refineries never run out of mineral, increasing the mining profits...


Trader ships should have some special ability to pacify or disable attackers temporarily. Or should have a cargo advantage of like 5:1 compared to multirole ships and 10:1 compared to combat ships. Right now, it is more like 1.5:1.
 
The problem is that there is no Supply and Demand chain..

Yeah, I dont fully get that. Supposedly theres an economy simulation running in the back ground but it doesnt really seem to be doing what its suppose to be doing or what I was led to believe it was suppose to be doing. It doesnt really seem to be doing much at all in that regard.
 
Yeah, I dont fully get that. Supposedly theres an economy simulation running in the back ground but it doesnt really seem to be doing what its suppose to be doing or what I was led to believe it was suppose to be doing. It doesnt really seem to be doing much at all in that regard.

The way economies work is something like this:

There is a supply tick, this adds the manufactured items for that time period into the Commodity List.

There is a demand tick. This removes inventory from the commodity list.

If you remove anything from the commodity market it decreases the inventory of said item until the supply tick.

If you remove something slower than the supply and demand ticks, the inventory grows.

If you remove something faster than the supply and demand ticks, the inventory shrinks.

The 'broken' part of this is that price decreases as you decrease the inventory (it should increase as demand has increased AND scarcity increases)

So there's how the economy works.
 
The way economies work is something like this:

There is a supply tick, this adds the manufactured items for that time period into the Commodity List.

There is a demand tick. This removes inventory from the commodity list.

If you remove anything from the commodity market it decreases the inventory of said item until the supply tick.

If you remove something slower than the supply and demand ticks, the inventory grows.

If you remove something faster than the supply and demand ticks, the inventory shrinks.

The 'broken' part of this is that price decreases as you decrease the inventory (it should increase as demand has increased AND scarcity increases)

So there's how the economy works.

I was going back and forth between 2 planets, it was for that latest CG. I was taking weapons from one to the other, I'd be surprised if I was the only one using that route. But even on my own it didnt make much sense. The station had a low supply, say 98, I kept buying the lot, I kept going back and forth and every time and there was 98 back in the stock. To me that looked broke.
 
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I must say I have been extremely lucky trading in my T7, so far *knocks on wood* I have made 98 concurrent jumps with 0 interdiction's. I do however only trade in group mode, I guess the NPC pirates don't view the Pork Chop Xpress as juicy...
 
I must say I have been extremely lucky trading in my T7, so far *knocks on wood* I have made 98 concurrent jumps with 0 interdiction's. I do however only trade in group mode, I guess the NPC pirates don't view the Pork Chop Xpress as juicy...

I dont really want to say this out loud cos its just asking for trouble :) but Ive never been killed by another ship. Ive died 5 times since release, 1 bug, 2 on purpose when I thought it was still testing and before I knew stats were being recorded, and 2 boosting into spacestations :).
 
I dont really want to say this out loud cos its just asking for trouble :) but Ive never been killed by another ship. Ive died 5 times since release, 1 bug, 2 on purpose when I thought it was still testing and before I knew stats were being recorded, and 2 boosting into spacestations :).


Have to agree ste, My only deaths are from my mistakes, didn't see that roid! :) Since when did I switch landing gear and boost buttons! :) That Anaconda is coming up fast, I can lateral thrust at last second catch him off guard...no no you can't..
 
I was going back and forth between 2 planets, it was for that latest CG. I was taking weapons from one to the other, I'd be surprised if I was the only one using that route. But even on my own it didnt make much sense. The station had a low supply, say 98, I kept buying the lot, I kept going back and forth and every time and there was 98 back in the stock. To me that looked broke.

I dock to a station and it has 50 tons of something. I buy it all. FSD out, FSD back in immediately. The station has 50 tons of that stuff again. From where or how?
It seems each stations are assigned a max and min quantity and a price for each item they have. When you dock the random generator decides the quantity and the prices between these limits. It can fool some, but after 10 trade trips, you will see how stupid it is.

I died only once against AI. I took a kill mission in a Sidewinder. The Anaconda took me out from 100%-100% with 1 single PA hit.
 
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OP, you start a quit thread (like we don't have enough already) with barely any information of where and how you are getting shot down then you don't even bother to reply to it to give anyone who may actually help with advice any details. That's just rude and self-absorbed. If you're getting shot down in station areas then there's either some aggressive commanders there or, more likely, you have a wanted status that you don't realise.

If you don't answer what it is you're flying, where you are flying and who or what is shooting at you then I'd recommend the mods close the thread if it wasn't for the fact that the thread has moved on to other people enjoying a discussion.
 
OP hasn't responded to this thread. I think it can be locked.

It's another "I quit... but in a few months time, I'll post another quit thread".
 
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