Thargoid War Feedback

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Based on my last few days of playing ... I am most often docking because I've run out of heatsinks and I refuse to consider constantly synthesizing (and then having to gather materials) as "gameplay". My suggestions for possible ways to improve this are:

Thermal Vent Heatsink (Utility)
When activated, stores the ships heat and then releases it as a massive 'thermal blast' into space (like a TV beam would) rather than requiring ammo. Should use at least twice as much power as a standard Heat Sink and take maybe 4x the reload time. I am aware this is impractical in modern physics but so is damaging ships with a beam of light from several kilometers away so, y'know, I didn't start this ... :)

Guardian / AX Enhanced Sensors (Core Internal Module)
Exactly what it says on the tin! A Guardian or Human Tech Broker based Sensor module that goes in your Core Internal Sensor slot and provides both 'normal' sensor functions and the Xeno Scanner. It just makes so much sense that these would be integrated into the ships core sensors!!

This would free up a Utility Slot for additional heatsinks!

Would suggest it comes in A-grade only with same stats as normal A-grade sensors but power usage increased to include the Xeno Scanner power use.

Bonus points if the integrated Xeno Scanner functionality can be passive but perhaps requires < 2K range for a Xeno Scan vs < 5K (or whatever A-grade sensors do) for non-AX scans. The in-game explanation for why this is now possible would be precisely because it is now integrated into the main sensors and hence benefits from the increased size and range of the core sensors vs the tiny standalone module.

Obviously, being a Tech Broker module, an unlock would be necessary. However, given how many different sizes of Sensors there are, I would suggest it's a "one time" unlock followed by buying variants (of any size) for credits, rather than having to unlock every size individually or requiring materials to purchase every time like the Salvation weapons.

I kinda like the idea of it being a Guardian module but if those don't function in Maelstroms it might seem daft to develop any more of those right now ...
 
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I think hyperdictions are somewhat useless. They seem to happen in the source system (because that's where you drop and you still have to initiate the jump to the invasion destination a second time), which means that spending the time to kill the interceptor doesn't really contribute to the war effort.

And even if it would, the fact that there's no backup means that only hunter builds would go against the interceptor. Any other build going into an invasion will just run away from it. It's a repetitive event with predetermined outcome jump - unstable conduit - boost - boost - boost - jump. Like a cutscene you can't skip. And they seem to happen all the time. I could go with once in five jumps on average, for the flavor. Right now they're clockwork and it takes the mystery out.
 
One last suggestion for improving the Thargoid Invasion for players: Allow us to buy the exploration data (so we can see the system map) for any system currently under INVASION status without needing to be in nearby system; Universal Cartographics temporary relieves the normal requirements and allows us to buy the data from anywhere.

Why is this needed? Because each week, new systems fall under invasion. However, if you've never been to that system, you have no way of knowing which stations are under attack - if they are ground stations, large stations, or outposts - nor which are in damaged state, which would be good for medevac runs.

The first couple of weeks of the war I had to spend several hours flying to each "invasion bubble" to map out all the invaded systems, before I could decide where to act. As the expansion continues, I continue to have to go out on mapping expeditions just to figure out WHERE I want to respond. This is a huge waste of time and adds one more hurdle/reason for me to not bother to respond. It's gotten old... fast.
 
Interceptors at a station that fire loads of shots at you and basically destroy your ship instantly..... Even when your inside a coriolis station, through the walls . This is probably the worst thing ive had in the war so far.
 
@Bruce Please also give us feedback on our feedback. A while ago Frontier promised more openness so that'd be an excellent opportunity to honour what was said. :)
Yeh - it would great to know which suggestions FDev think have merit: even if it’s “that suggestion as is wouldn’t be something we’d do but it’s got us thinking of something along similar lines so watch this space”, etc.
 
Novice here and playing Solo on the base defense mission that automatically comes up when you start shooting down scouts. Mostly destroying scouts and finally figuring out how to take out the 4 cyclopes that appear through the course of stage 1 of the mission. (Then run away and dock when the medusas appear, LOL!) THE PROBLEMS: 1) Where are the missions to destroy Cyclopes? 2) Why such a short mission timer limit? (Most of us have real lives and can't stay playing for most of the day to complete them!) 3) Why bumping into a heavily damaged NPC ship helping in the battle with you, gets you a Murder notoriety if it blows up (from a collision): Where you have to leave for hours to clear it? (friendly fire and other accidents actually do happen in-games and in real life! 4) How hard is it to have a real (Undesignate button?) In a furball, you realize how hard it is to "not target" something else in your field of view?????? (Especially when you put a silly timer on the heart kill before it looses vulnerability! That could be extended for us novices, thank you very much:)
 
I'm glad Frontier has worked hard to add some fairly novel content to the game, and it's encouraging that so many players are enjoying it, despite the various bugs and iffy design choices.
Personally, Thargoid content is some of my least favorite in Elite, so this update doesn't really appeal to me. But that's on me, not FDev, and maybe later big updates will touch parts of the game I enjoy more thoroughly.
I did give the Thargoid War stuff a good try, though. I spent about 3-4 weeks at it, and had some fun, though I was unpleasantly surprised to learn about the weekly reset that first cycle. Having at least some progress carry over might keep players engaged in the day or two before the reset.
I enjoyed the support role more than the combat stuff, but I wish the game did a better job of indicating the most pressing supply needs. I hate throwing effort away because of lack of feedback.
It's pretty silly to not connect the system population (as generated by the background sim) and the max number of evacuees possible. You shouldn't be able to rescue 50 million people in a system with a population of 1 million.
The UI for loading/unloading escape pods is tedious to the point of frustration. I wish it could be done more quickly.
Also, I shouldn't have to worry about constant NPC interdictions when delivering evacuees.
Payouts for Thargoid War missions are generally on the cheap side, that's also something of a turnoff.
 
Greetings Commanders!

Happy New Year to you all! I hope your enjoyed you holidays and are excited to be back fighting the good fight against the Thargoid menace.

The purpose of this thread is to collect feedback on the Thargoid War in one place. Thank you all who have already contributed your thoughts and ideas which we are also gathering. Now that the Thargoid War has been raging for some time, we're taking stock to inform potential changes.

We're aware of a number of things already, ranging from the specifics of AX combat such as the Xeno-Scanner range of 500m being too short given the instant hostility, to the overall way the war operates. For instance, there is no particular focused effort encouraged via the game itself leaving players to organise themselves if they want to save given systems.

Please let us know what you think about anything from the smaller details to the grand scheme, both the good and the bad. It's important for us to know what's going well so we can continue down those paths as well as what needs improvement more urgent reconsideration.

O7
One thing I've noticed recently, it's a bit annoying to need to roll the dice to get the interceptor you want. I'm bored of cyclopses atm, but that's most of what I get, when I'd much rather be practicing on basilisks or medusas. I wish there were better ways to determine what type of goid you'll get.

Many AX players are still going out to the Pleiades to do medusas or hydras, rather than participating in the war.
 
Currently, there is an issue with invisible alert, invasion and controlled systems in the supercluster of Leigong. An issue tracker has been created for this very bug.
We've been tracking all the systems that have been placed into those Thargoid states and yet the map does not show their status in the Galaxy Map.
 
I haven't participated in this current Thargoid War yet because the number and types of bugs (errors not aliens) have been too off-putting. I generally avoid major bugs and do other things so I will wait for fixes before I join the fight.

Aside from that, I like what I have been seeing regarding the defense of stations and ports.

I also like that carriers are retreated from the invasion systems. I think it would be interesting to see Thargoid raids in nearby systems against carriers and any megaships with opportunities for players to defend them. I would see that as the Thargoids targeting the support network of defending forces and success or failure to defend those assets might weigh into the difficulty of repelling the invasion in the invaded system.
 
Progress from evacuations should not reset. It makes no sense. So if a system was say 50% complete at the server tick and 14% of the completion was from evacuations and the rest was from combat and supply, then after the tick, the system should be 14% complete. Supplies can be destroyed, goids can get reinforced but refugees made it to safety.
 
<shameless thread hijack>

I appreciate this is a bit cheeky and slightly off-topic but ...

On next week's episode of Lave Radio (Tuesday 24th at 20:30 UTC) we're going to try and have a "phone in" style show on this topic and would love to hear your thoughts on the Thargoid war.

How are you enjoying it so far?
What do you think could be improved?
Are you not taking part at all and if not, why not?

To join us in the orange sidewinder, make sure you're in our discord (http://discord.io/LaveRadio) and join the On Air stage when the show starts, or if you'd prefer, let us know your thoughts via an email to info@laveradio.com and we can discuss them on Tuesdays show!


</shameless thread hijack>
 
Dear Mr Bruce, to repeat what has been said in many posts on this, here's my issues/problems with the war:

1. Conflict Zones don't work: progress bar doesn't move, invitation to join doesn't always appear etc... They haven't worked for ages and players keep mentioning it to absolutely no avail. It makes taking part pointless - why have a community effort to win a war if it doesn't actually work in the conflict zones?? Conflict zone bugs have been around for ages and adding Thargoids into the mix doesn't solve the existing bugs.

2. Invisible interceptors in space, interceptors appearing under the ground on planets. Scouts appearing under the ground.

3. There is no way to see where the action actually is. The AXI posts its target systems on https://antixenoinitiative.com/watch but why can't they post into the game map? You have set up a system for Twitch streamers to reward us in-game for watching, so why not a very simple API to let them POST a bunch of JSON detailing the current target systems?
This again highlights the uselessness of the map - it is impossible to find anything (decent trade routes, outfitting for modules, commodity prices in places you've not visited) without referring to an external system. Why do we have to rely on external databases? You have this giant database of all required information but don't give us access to it in the game.
The map doesn't even correctly show data that it is meant to show - try and find a system in a state of war: it doesn't work. You can't find any conflict zones local to you even wih this filter turned on. You have to rely on inara or eddb.
The war has just highlighted this even more because although there are many many systems under attack, it is impossible to find where a current group effort might be, even from a faction that is IN THE GAME like the AXI. Even an overlay that shows concentration values of players in Open would be very helpful.

4. Visiting ground sites on foot normally causes an interceptor to spawn above the site but on foot you are perfectly safe as it just flies around above you. It doesn't even fire at you. I am very disappointed at the lack of on-foot Thargoid combat since Odyssey is all about on-foot activities. You can loot planetary bases with no threat until you take off.
For a war, this is nonsense. The war seems to have been designed for Horizons (in-space only) yet is only available in Odyssey. Where is on-foot alien combat?

5. The ground sites are on fire (as are stations) but they do zero heat damage when you enter the flames. On the ground the flames actually disappear when you drive close to them. For Odyssey which is entirely about on-foot actions (since there was no new space oddities or ships or comets introduced or anything), this is nonsensical.

6. Interceptors spawned in combat zones (which never end - see point 1) are never basilisks or medusas. They are either the cyclops or the hydra. For beginner players, they might take part in the attack on the cyclops but the hydra is massively out of their range. Given point 3 the beginner players need to find where other players are in order to be able to even take part in an attack on a hydra, yet this is impossible in-game. So the players just quit the instance because there is no chance of defeating the hydra and completing the objective.

7. No repair actions in space. This was shown in the 3.3 beta and that work has been abandoned and you can't repair hull fractures or anything. It seems a waste of development effort. They would make for interesting mission goals.

8. The maelstrom (whilst beautiful) is a place you go to die. You can't get near the centre. It might be the biggest asset you've ever modelled for the game but it's impossible to see or get near and there's zero information or hints on how to get near it.

9. The Thargoid combat is not new. Despite now being around planetary ports it is plagued by bugs. I was hoping to see something new in terms of gameplay. (I must temper this by saying I have enjoyed it but for long-time players I am convinced they would be disappointed).

10. Instance bugs are killing the game. It is possible for one player to be at a planetary port with the power ON and you arrive with a mission to restore the power, so when you arrive you are put in an instance with the power OFF. Suddenly the game will overwrite one of the instance states with power on or off. These should be mutually exclusive!
The instance allocator that assigns you to instances should have some logic to assign you based on target mission (eg. power turn on) and current state of the port as you drop out so that you are NOT assigned to an instance with another player than has a conflicting boolean state. The power can't be both on AND off.

Many of the above boil down to the decade old request of: please test the game before you release it to us!!! It is chronically embarrassing.

Things I am enjoying:
1. Having a change in the galaxy and seeing lots of commanders (but it depends on the AXI website to know where they are...!)
2. Maelstrom effects. (Sad these haven't been introduced for gas planets.)
3. Planetary combat on an atmospheric planet. Very beautiful.
4. The game is truly great when it works.
 
I have been thinking that there needs to be something in-game similar to what we used to have when systems were flagged as having certain levels of Thargoid presence, helping to guide players to where to fight incursions etc. but taken to the next level. I would compare it to the kind of war reporting from WW2 with losses being presented on a weekly basis and key battles within the week being highlighted.

An example of the kind of thing I am thinking about:

Sol calling:
3309, week X.
This week saw xx systems fall under the control of Thargoid forces.
In total xxx ships were destroyed by Thargoids, with the greatest losses in systemname.
There are currently xx systems under active invasion with a further xx more under alert of imminent invasion. Losses of stations and outposts in systems under invasion amounted to xx this week. As a result, the rare commodities X and Y are no longer available. Engineer charactername has evacuated to the megaship shipname and requires supplies of survival shelters, CMM composites and computer components in order to begin construction of a new base of operations, see shipname for details.
X systems were reclaimed from Thargoid control. In systemname, pilots reported the destruction of xxxx Thargoid vessels, saving stationname from destruction and allowing repair and reconstruction to take place.
Of particular note was a conflict zone in systemname where CMDRs destroyed xxx Thargoid vessels in only xx minutes, though this was still not enough to repel the invaders.
An attempt to penetrate the defenses of Maelstrom Taranis by combined AXI squadrons failed, with the loss of xx ships. Engineers Ram Tah and Prof Palin repeat their advice to focus on research and information-gathering and are paying premium prices for all Thargoid materials.
 
Xeno faction notoriety should be a thing.

We currently have commanders that take active part in the anti xeno effort (I am one), and commanders that attack anti-xeno commanders in AX conflict zones.

There should be a notoriety mechanic related to AX commander actions.

I wouldn't mind being hunted by anti-anti-xeno NPCs or commanders as I built up anti xeno notoriety.

On the flip side, there should definitely be notoriety acquired by commanders that target anti-xeno pilots while engaged in fighting the war.

This might work like hostility in Power play - actions should have consequences.
 
I saw someone else mention activities with surface sites such as science scans and power regulator repair activities. Maybe to make these surface settlements more dangerous, we can add thargoid scavengers/ scouts on the surface settlement to give them a "thargoid destroyed" feel instead of the normal on-fire settlement shut down ambiance. The scavengers can be immediately hostile towards on foot commanders/ SRV's, and possibly even prefer to be inside of the buildings if they detect a ship in the instance. They'll be more afraid of ship artillery since they're extremely weak to them. Once ships have departed or been dismissed, they can maybe start scouting outside the buildings again. They can use patrol routes that current human ai use to scout the area. This can make odyssey-feet feel more involved in this war while making SRV's more useful to fight scavengers.
Since these sights will be difficult with only an SRV and your suit, maybe we can make these scans and missions reward highly desired engineering material of our choice (G5 horizon materials/ schematics/ ionised gas/ graphene/ carbon fibre plating etc)
One recommendation which is somewhat related is to give us the option to change SRV primary weapons if possible. I love the scorpion's heavy driving feel and more armored stats, but I hate the weapon. if we can trade the Surge Repeater for the Dual Repeater, that would be nice. :) By introducing SRV weapon outfitting, we can introduce an AX Multicannon/ missles for SRV use in this war.
To add one last point, with the suggested use of SRV's in this situation, allow us to airdrop with an SRV. If we select to airdrop, the mothership will automatically be dismissed once we are start falling.
 
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