Bailing Extension
⚪ Last updated 2024Preview

🔍 Analysis
- 👍 4.0% endorsement rate — high engagement, a strong quality signal
- 🏆 #162 of 596 Gameplay mods in this game by downloads
📋 About This Mod
The bailing extension mod improves the base game bailing logic and enables NPC vs NPC bailing.
BAILING EXTENSION
This mod is a complete rewrite of the base bailing system in X4: foundations, which improves the logic behind bailing and enables NPCs to cause other NPCs to bail. Additionally large and x-large ships will now bail a reasonable numbers of crew, and non-military ships may even fully abandon ship. Finally the player will receive a notification of an abandoned ship if the player has an advanced satellite in the sector the ship bailed in.
BAILING LOGIC
Bail checks run on any ship (including those attacked by NPCs) whose shields and hull drop below 20% and 75% respectively, much like in the base game. However rather than checking if a ship will bailing every 30s, if the player is involved in the combat the checks will now run every 5s. To compensate for this increased frequency each check has a lower probability of triggering crew to bail*.
The probability a ship will bail crew is now determined by the logic below:
Prob(Will Bail) = BASE + SIZECOMP + FIGHTCOMP + MORALCHECK
For players max(Prob(Will Bail)) = 20% and min(Prob(Will Bail)) = 3%
For NPCs max(Prob(Will Bail)) = 10% and min(Prob(Will Bail)) = 1%
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[]BASE: Base chance for a ship to bail.
= 10% when a player triggered bailing conditions (including player owned ships)
= -5% for NPC vs NPC bailing events
[]SIZECOMP: Size comparison between attacker and target:
= 5(min( (Attacker max HP/Target max HP) -1, 1). I.e. for ships with equal size = 0%. Small attacker/large target = -5%. Large attacker/small target = 5%
[]FIGHTCOMP: Relative ability to fight between attacker and target.
= min(5, 10((Attacker time-to-kill/target time-to-kill)/2 - 1)). Similar to size comparison, however -ve bias when target has a chance to fight back.
[]MORALCHECK
= +10% for the least skilled crew possible, -10% for the most skilled crew.
The bail chance is then halved if the target can escape (target max speed > 1. 2*attacker max speed).
Pilot panic: Each time a player triggers a bailing event the target's "panic level" will increase. On subsequent bailing checks this panic is added to the final probability to bail, 0. 5% each check to a maximum of 10%. This has been included to reduce the probability that you spend ages trying to get a ship to bail, which won't bail because of bad rolls on the bail check.
EJECTING CREW
The base game would only ever eject 1-3 crew at a time, which is incredible considering: How many crew even a medium transport ship has. That the bail checks ran at most every 30s. The probability of bailing could be as low as 1%. All without ever telling you this, those "panic" dialogs have no impact on the logic.
In the Bailing Extension mod between 20% to 100% of the crew wil
📊 Mod Details
- Game
- X4foundations Mods
- Author
- PLS
- Version
- 1.0
- Downloads
- 2,710
- Endorsements
- 108
- Category
- Gameplay
- Created
- 3/27/2024
- Updated
- 3/27/2024
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