Thargoid War Feedback

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Ozric

Volunteer Moderator
Why deleting posts? Who gave you the right to decide what is the feedback and what is not? What makes you think that the opinions expressed here are not worthy of being heard by the developers?

The feedback was that to survive hyperdictions, the player has to boost lots with fa off until they can high-wake onwards. Shame that was considered to be not worthy of passing on and got deleted. Have a nice day.

This is a thread made by Frontier to collect feedback on the war, as it says in the first post.

It is not a place to provide feedback to other users on how to play the game, or what you think might be the reasons for something. There is a whole discussion forum for you to have those conversations.
 
This is a thread made by Frontier to collect feedback on the war, as it says in the first post.

It is not a place to provide feedback to other users on how to play the game, or what you think might be the reasons for something. There is a whole discussion forum for you to have those conversations.

If someone posts feedback that there is a bug, others may post that there is a bug report or that, or that there is a workaround for the bug/feature. These are not off topic, they are not banter. They are helpful posts.

Removing banter would be understandable.
 
It is not a place to provide feedback to other users on how to play the game, or what you think might be the reasons for something.
Thus, the message is a proper feedback, in your understanding, only when it's addressed directly to fdev? "Dear Frontier Developments..." and so on, right? There was a lot of useful insights and opinions in those posts you deleted. I'm sure fdev's community managers are able to tell one from another.
 
A couple of relative minutiae arose over the last cycle (week 8, beginning 19th January 3308) which I said I would post here. To be sure, these are very much secondary issues, and I continue to place a redesign of the weekly reset far above anything else!

Victory announcement​

It would be lovely if Commanders received some form of message when they are in a system which reaches completion, and also when they jump into a system which has been completed. Beyond averting the need to check the Galaxy map, it addresses this symptom:

When turning in missions i may not have completed a day before in another system that has been won in the meantime i also frequently see people still killing the goids at the station they were at before, although now it won't count towards anything anymore.

There is nothing wrong with Commanders continuing to destroy Thargoids if they wish, rather the suggestion is just to make said Commanders aware that no further activity is needed at their location, such that their persistence is at least fully-informed. Possible forms this could take are:
  • An incoming message (once per system per cycle).
  • A chat panel message upon completion and upon arrival.
  • An audio announcement, similar to the four which occur over the course of the AX Conflict Zones.
  • A new canopy display.
Some obvious extensions of these are:
  • A chat panel message with the present completion percentage could appear upon every arrival.
  • A new canopy display could show the present completion in general.

Recovery report​

This one is conditional; if the intention for Recovery systems was that Commanders can deliver "construction materials" to affect the system in some way, this can be disregarded, although in that case I note that it would be nice to have clarification regarding what are "construction materials".

Assuming that Recovery is intended to be purely an automatic process, a choice with which I agree, obviously this part of the System map interface is mistaken:

recovery1-jpg.342498

At minimum it is obvious that the listed action should be removed, and personally I would also remove the progress measure as well. In effect, edited to become something like this:

recovery2-jpg.342499

No actions nor progress measure, just a simple time remaining. A visual version of said timer could be nice, but I would prefer first that nobody sees any similarity to other systems and supposes that some action actually is possible when it is not.
 
I want to propose a new mission type that will give us the "Sphere of Combat" that was initially being advertised in Odyssey's launch. This mission will be, in my opinion, a bit difficult to create for the dev's but I believe the outcome will pay off to create a sense of a team effort accomplishment to the ongoing thargoid war. Now, I am not saying that on-foot thargoids are coming, but if they are, then this mission can evolve along with their addition. To fully allow this mission to be best experienced, several mechanics (and more that I cannot think of probably) need to be implemented into the game.
These include:
  1. SRV being able to deploy in the air
  2. Giving ships the optional internal that allow CMDR's to deploy in air similar to Frontline Solution's air deployment
  3. SRV outfitting, at least for AX weaponry
  4. On - foot AX weapons
  5. better wing performance/ connectivity
  6. thargoid scavenger land pathing
  7. (optional but highly preferred) remove the mutlicrew pay cuts if you are a elite combat rank
The Mission
The mission I propose is a wing mission to defend and eliminate thargoid's from odyssey settlements.

mission 1.png


The Sphere of Combat that will be created with this mission is that SRV's, ships, AND on foot CMDR's will be needed to complete the mission. Upon arriving within 20km of the settlement, CMDR's will notice thargoid interceptors and thargoid scouts in the air "patrolling" the settlement area. They are not there specifically to attack the settlement, but to defend the thargoid scavengers that are in the settlement. The thargoid interceptors and thargoid scouts will immediately be hostile to all CMDR's within a certain range of the settlement. Now, to describe the Sphere of Combat I'm trying to suggest, with each different role's objective.
On-foot Commander's Objective
Thargoid scavengers will remain inside all settlement buildings patrolling for on-foot threats, but the missions main objective will be inside the power plant building. The thargoid scavengfers will not exit their respective building unless being attacked by an on-foot CMDR. Now for the main threat, Scavengers in the reactor room will be attempting to destroy the power plant and CMDR's will have to eliminate them before the power plant integrity reaches 0. Once the thargoid scavengers inside the reactor are eliminated, ALL thargoid scavengers in the settlement will be alerted and start heading to the reactor room, regardless of where they were initially. On-foot CMDR's will have to defend the power plant until the mission is completed. Once all scavengers are defeated, more will spawn with the number of spawn per wave depending on the threat level of the mission. Scavengers will attack the power plant and on foot commanders only, running away from SRV's and especially ships.
SRV Commander's Objective
One might think that SRV's will be able to simply destroy all scavengers once the power plant room is secured by the team and scavengers start mobilizing towards the reactor room, however, in this mission SRV's will be of highest priority of attack for thargoid scouts, with on-foot CMDR's being a second, and ships third if all on-foot CMDR's are inside buildings. They will not be able to be ignored as SRV's are a bit more fragile to Thargoid Scouts constant attacks. The SRV"s main objective in this mission is to provide on-foot CMDRs cover and lure Scout aggression. If no SRV's are present in the instance, the scouts will prioritize attacks on any on-foot CMDR's outside of buildings, then any ships in the air. To prevent Scouts from simply being aggro'd away from the settlement, some of the scouts spawned will have a limit on how far from the settlement they may travel before being forced to return. By introducing SRV outfitting, we can hopefully equip a variant of the Enhanced AX Multi-Cannon and AX missile launcher to the scorpion.
Ship Commander's Objective
With Thargoid Scouts and scavengers occupied, this leaves the Interceptor left. Similar to scavengers and scouts, interceptors have a priority atack list as well with Ships as their main threat, and SRV's second if there are no ships. If there are no ships or SRV's around, then interceptors will focus on its second objective which is to call for reinforcements. As long as the interceptor(s) are around, thargoid scouts and scavengers will continue to spawn up to a limit based on the interceptor type(s). Once again, if no ship's or SRV's are around to distract it, it will spawn reinforcements faster. This means the mission will be in an infinite loop until the interceptor(s) are dealt with. When the interceptor is killed, no more reinforcements spawn, and killing the remaining thargoid threat finishes the mission.
A few more mission details
With each CMDR role's objective established, now we can get into a few more details of the mission. Based on the threat level, different interceptors will be in the instance. This is my current rough idea that can be adjusted based on the developer team's ideas
Threat Level:

  1. A cyclops
  2. two cyclops or a basilisk
  3. a basilisk and a cyclops
  4. 3 cyclops, 2 basilisk, or a medusa
  5. a medusa and a basilisk, or 3 baslisks
  6. a hydra
Each interceptor type will also have a set number of reinforcement limit it can call up to. They can be called infinitely so long as the interceptor lives. A Cyclops can, for example, call up to 4 scouts for assistance, while a hydra can call up to 8. The number of scavengers spawned at a time can also be adjusted based on the interceptor type.

SRV airdrop
Once again, I propose this concept to become added to the game. With the sense of urgency created from this mission, we will need SRV's to be able to be deployed without landing, at any height. For this, I propose a new interface for the SRV deployment screen while the ship is not docked, but is within a planet surface. This can be limited to while near a planet surface to avoid space deployments. This interface will be different based on if the ship has multicrew on, or not.

If multicrew is off:

SRV SOLO (1).png
This option allows for a solo CMDR to deploy their SRV without docking. This type of airdrop automatically dismisses the CMDR's ship after the SRV starts falling. This can be useful for scenarios where a ship cannot find a suitable landing spot (large ships for example) and in certain odyssey settlement missions when the base is alerted of your arrival. During these missions, you want to quickly get off your ship without the need to find a suitable landing spot since settlement defenses and on-foot guns hurt quite a bit.

If multicrew is on:
This can be quite tricky, but I believe I might have come up with a decent plan. Anyone on the ship will be able to get in the gunner seat or driver seat as show in the following:
SRV MULTICREW.png
These options will NOT immediately airdrop the SRV, instead CMDRS will be waiting in the SRV bay as shown:
SRV DRIVER OPTIONS.png

SRV WAITING DEPART WARNING(Resize).png
As Visible, CMDR's will be in a sort of 'Standby' mode with the SRV driver in full control of when to drop.
Both Gunner and Driver will have the option to return to their assigned ship seat if they choose to back out from the SRV airdrop; however, The Driver will be presented with the additional option of airdropping the SRV when they want.
SRV MULTICREW AIRDROP OPTIONS.png


Before I conclude my Post, I want to propose one last variant to this mission.

Squadron mission
This mission type will be a new difficulty level, one that should be near impossible in a small group. In my ideal scenario, this should require 2 or 3 full wings totaling 8-12 CMDR's in a group. This will give a 'raid-like' mission to the game and add a new difficult activity to the ongoing thargoid war. This can be an example of how the mission will look on a mission board
mission 2.png


In this mission type, the difficulty will skyrocket with new threat levels. The new threat levels will vary based on if 2 or 3 full wings are required.



8 commanders, two wings

For the "simpler" squadron missions which would only require 2 full wings (8CMDRS), this can include for example two hydras or even up to 5 medusas. The rewards for these missions, in my opinion, should also scale with its difficulty. For the 2 full wing missions, they can reward a G3 odyssey gear of choice with no modifications for example. Seeing as how we can already buy this in game, I do not believe this should be game breaking.

12 commanders, 3 wings

For the hardest difficulty, this will require a total of 12 CMDR's and will be no easy task. Here, 3 or 4 hydra's will spawn, one for each wing or an additional one depending on what dev's consider to be too difficult. The mission should feel impossible, but still barely achievable. If 3 hydras spawn, I believe the reward should include, but not limited to a G4(no modifications applied) odyssey gear of choice, while the hardest difficulty of all should reward G5(no modifications applied) oddyssey gear of choice. Once again, These are supposed to be extremely difficult to win so the rewards should also reflect that. Since the gear will have no modifications, this will not nullify the Odyssey grind for engineers at all. This mission variant will also provide a huge progression towards the thargoid war progress bar to reflect its difficult achievement.

No free loot

In order to prevent commanders from getting free rewards similar to wing missions, once the mission is accepted, CMDR's will have to sign up to the mission, and this roster will not be able to be changed once finalized. The roster/ can be canceled if the one who accepted and shared the mission abandon's it. This means no one will be able to join after the mission is complete for free gear. If more CMDR's want to help outside of the roster, they can, but will receive no rewards. This can help with replayability as the CMDR's outside of the roster, can be included in the next run.

A quick interface example

Seeing as my post is getting a bit long, I will try to make this last part short

Wingsedit.png


With this new team effort, communication will be key. The leader of each wing will be able to communicate with other wings via new key bindings for 'squadron mission voice chat' which will broadcast to all players in the squadron mission, or 'squadron mission leader voice chat' which will only be broadcasted to the other captains to clutter the voice comms less.

I sincerely hope that the CM's and dev's are taking everyone's suggestions to heart. Although mine is a bit more difficult than a simple QoL, this thargoid war has reignited the community, and creating large scale missions like these can help a group of friends do more than a "kill all thargoids" CZ. This can be including as an interim update if possiblle, with small steps at a time. For example airdrops, SRV outfitting, SRV AX weapon CG's, CMDR AX weapon CG's, and ship crew seat changes all coming separately but still leading to this mission type being possible.
 
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Personally I am loving the war content and combating the thargoid invasions, I am a fairly new player that was drawn in by the stargoids and the incoming war!

However, currently I feel the war is too focused on the fighting at the front lines, when the whole of the bubble and its economy should be adjusting to this state of war.

Raw resources should be in a state of high demand. So there should be ongoing drives for the collection of raw resources, and for the supply of these resources to industrial sectors to fuel the production of replacement ships and equipment to fight in the war.

Even if its just reoccurring community goals I feel like this would massively add to the feeling that the major powers and the whole bubble are responding to the war effort .

We have had a few of these over unlocking the new weapons and modules, but so far it really feels like the majority of the powers (outside of galnet articles) arn’t really doing much at all.
 
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It occurred to me that you need new dialogue lines for ground stations that have been hit and damaged by the Thargoids. Presently the harried emergency flight controller is reporting hazards that don't exist over a planetary port, like debris or increased heat in the "station interior."

Granted, there are already hazards. It would be a simple job to hire one of the actors again to say things like:
  • "Commander, our defense grid took major damage during the last attack. Our AX patrols can not guarantee your safety in the event a Thargoid interceptor drops in."
  • "Be advised, commander, this station is now behind enemy lines. Hope you brought a fast ship in case the Thargoids show up!"
  • "Commander, we're detecting multiple frame shift anomalies above the station. Be prepared to burn for orbit, fast!"
  • "Commander, we're taking your ship into the station. Be advised, this is to prevent your ship from being destroyed on the pad if a Thargoid interceptor enters the area."
  • "Your approach is good, commander. Keep an eye on your radar for Thargoid contacts!"
And so on...
 
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Oh yes - please consider allowing ports that are under attack to sell limpets. Right now you can land to restock ammo if you get low, but if you run out of limpets you have to leave the current CZ entirely if you want to buy more.
Yes, yes, yes!!!!!!

The most frustrating thing when when you are on a roll is having to go home by limpets and then start again. They should give us limpets.
 
"Decontamination limpet, failed!"
"Decontamination limpet, failed!"
"Decontamination limpet, failed!"
"Decontamination limpet, failed!"
"Decontamination limpet, failed!"
"Decontamination limpet, failed!"
"Decontamination limpet, failed!"
"Decontamination limpet, failed!"
"Decontamination limpet, failed!"
"Decontamination limpet, failed!"
"Decontamination limpet, failed!"
"Decontamination limpet, failed!"
"Decontamination limpet, failed!"
"Decontamination limpet, failed!"
"Decontamination limpet, failed!"
"Decontamination limpet, failed!"
"Decontamination limpet, failed!"
...
...
ad nauseum

My $deity make the voice spamming stop!
 
More so analysis than feedback, this is my Maelstrom Dive build using a Krait Phantom. Used solely for collecting the new mats and triggering the shutdown field inside Maelstroms. I will note that Thargoids inside the storm become instantly hostile to me, and Guardian Hull Reinforcements are apparently not affected by the corrosive damage of Maelstrom systems, but all other Guardian tech is.

Source: https://youtu.be/DhV3k7O54c0
 
Last I fought the thargoids, surface settlement CZs had a very frequent bug where progression of the conflict zone would get stuck, interceptors would either not spawn, or spawn stuck in place, invisible and unharmable. Has that been fixed yet?
 
In the bigger picture, where is the communication between Thargoids and humans? You can't say 2,000 years in the future we are unable to contact another race or at least make efforts and report on them in the news or have CG to help.

I wouldn't want to take away the fun new interactions like defending a live attack against a station. This could be separate as an action by a faction of Thargoids distinct from their overall plan as a species.

At the same time, it seems wrong to set out with a genocidal intent when from my limited understanding we basically discovered Thargoids by shooting up their planetary installations and 'harvesting' them.

In all my random encounters with Thargoids they scanned me and left me alone, so now when you ask me to go end their species existence I'm not compelled.

Maybe what's missing is the back story where it's made clear Thargois have been evil from the beginning.
 
When the goids use their EMP, we get an on screen notification and an audio warnig, the audio doesn't always play and the notification is easy to miss while in combat.
Frontier have a good audio team so why not give us an audio signal, like an alarm before the EMP?
If you're set on on screen notification you can as well send us an email or sms, same effectiveness.
 
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