AX Restoration tactics

Then I visited another settlement, large extraction (without mission) just to see what's there - but no revenants
Just on this point, I'm certain AX restorations are only sent to military settlements, which does make some sense lore-wise. Not important to your overall post, just thought I'd mention it in case you didn't know :)

Edit: Actually, I'm wrong. You can get these missions to any settlement type if the mission giving system is in Thargoid recovery state. Pretty cool, I think.
 
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However, this missions..........are stupid.
You have to ask, why would a player want to do this mission... What does it offer that you can't get with the current missions? If you say bounties from killing revs, this just brings more scouts and makes it more likely that you will get blown up on exit.

In reality, there is no reason to do these missions other than some minor reversal of the invasion state. Just not interested.
 
It's bad game play design. Like chain hyperdictions, it's just stupid. There's no way to avoid them, so what's the point? Years ago, everybody pretty much had it with the chain interdictions by pirates, they were largely done away with. If you're not going to fight on the first five, why would you on the next 10? Either get rid of the chain hyperdiction and randomize the one you get, or give us a mechanic, such as stealth to avoid them. It would be cool to drop into a system, honk and then go to orray map and see where they are and figure out how to get around them (or attack them). Heck, even getting the ship below a certain heat signature in super cruise would be better than nothing.
Just focusing on this part of your great post:

The interdiction game is built with the concept that fighting and winning the inderdiction minigame results in the attacking opponent getting dropped out as an emergency stop, thus delaying their return to super cruise and ultimately preventing further attack (at least for some time anyway), the risk being that losing the minigame results in you being forced into the instance for longer.

As most people have realised years ago that it's way faster to submit and boost away and jump back to supercruise, this is what most will do. I actually don't think it's unfair for us to then get interdicted again in this case as we're essentially taking the easy option out. Is it fun? I'd say that it isn't but I do at least appreciate that FD built this mechanic in a way that gives us options with consequences and, sadly, the only real way to add a consequence when we take the obvious path of least resistance is... being harrassed a bit more.

Just thinking about this again makes me feel like I should really just fight the interdiction because it's not that difficult to win. But then I remember that it used to bug out and fail and that was the reason I gave up on it in the first place.

You have to ask, why would a player want to do this mission... What does it offer that you can't get with the current missions? If you say bounties from killing revs, this just brings more scouts and makes it more likely that you will get blown up on exit.

In reality, there is no reason to do these missions other than some minor reversal of the invasion state. Just not interested.


This is entirely subjective but the reason I'm doing these missions is they're very atmospheric, they're challenging and it's actually pretty thrilling as someone who enjoys stealth game play. Every time I do this mission, I get a buzz when I am "this close" to a reaver and somehow avoid detection. It's given new life to the mundane tasks of cutting open a door, it's exciting now. This is why I hope they iron out some of these issues and, even better, go on to develop more into this for those of us who enjoy on foot game play. Seek and destroy missions to kill on foot thargoids is something I'd love. As well as stealth missions where there are aliens to avoid and so on.

This is a good starting point. The rewards, besides materials that we need to grind for, are almost irrelevant to many players. Are they fun? I think they are. Just not perfect. But still, not a bad start. They're genuinely nerve-wracking experiences and I really hope we get more of this. Honestly, this is why I play games.

Edit: Also, about our influence with these missions... the system I was using that was in Invasion state has now flipped and is back to normal. So, maybe we are having an impact with these missions? Obviously difficult to tell as it could have been AX combat and other missions but.. I don't know... I know I contributed to that event so... That feels good.
 
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You have to ask, why would a player want to do this mission... What does it offer that you can't get with the current missions?
Not everything you do in the game needs a physical material reward. This mission offers cool atmosphere, additional challenge, the possibility to fight and take down Scouts on foot, and general faffing around and fun. If you like to do that sort of stuff. If not, not even the best mission reward can help you (the proverbial you, not you personally).

Also we don't really know yet what influence on the war those missions have.
 
Not everything you do in the game needs a physical material reward. This mission offers cool atmosphere, additional challenge, the possibility to fight and take down Scouts on foot, and general faffing around and fun. If you like to do that sort of stuff. If not, not even the best mission reward can help you (the proverbial you, not you personally).

Also we don't really know yet what influence on the war those missions have.
This system is now in recovery (flipped just today), so I can now disembark and get AX missions from the concourse (which it tells me will speed up the recovery process); I also note that the AX missions are now to all facilities, not just military. I don't know exactly how much my activity has helped but I do get the feeling that I did help and, honestly... I really like that a lot. As someone who hasn't played since all this stuff was introduced (thargoid attack and system states), I'm finding this pretty cool. I want more of this.

Edit: Although now these missions are paying the standard rubbish pay :D Oh well, can't have it all. They still offer very good material rewards (usually 5).
 
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Not everything you do in the game needs a physical material reward. This mission offers cool atmosphere, additional challenge, the possibility to fight and take down Scouts on foot, and general faffing around and fun. If you like to do that sort of stuff. If not, not even the best mission reward can help you (the proverbial you, not you personally).

Also we don't really know yet what influence on the war those missions have.
I have yet to see anyone knock down a scout. The revs are easy to kill, but in so doing, you bring in more scouts which will loiter in the area. At some point, not very far into the process, you make it highly unlikely that your ship will successfully land, embark the SRV/Commander and leave without getting destroyed. This has been a persistent issue with these missions prior to this and this is continuing on. There is NO WAY TO PREVENT THIS. That is my issue. You can't drive "x" km away and call in your ship without getting attacked as soon as it drops from super cruise.
 
I have yet to see anyone knock down a scout. The revs are easy to kill, but in so doing, you bring in more scouts which will loiter in the area. At some point, not very far into the process, you make it highly unlikely that your ship will successfully land, embark the SRV/Commander and leave without getting destroyed. This has been a persistent issue with these missions prior to this and this is continuing on. There is NO WAY TO PREVENT THIS. That is my issue. You can't drive "x" km away and call in your ship without getting attacked as soon as it drops from super cruise.
Yeh agree with this 100%. The scouts add nothing but annoyance to this mission. I hope they remove that. That and the fact that bad terrain causes some settlements to be impossible to complete. I agree with your other point that we should be able to "combat drop" and "emergency evac" and that our ship should always hover over us in this case. Change those two things and these missions would be awesome.
 
Well this is very cool.

So the system that I tried these missions out was in a state of invasion and, as I said above, this has now successfully flipped into the recovery state. It says you can help the recovery by continuing restoration efforts so I disembarked (now possible) and went to the mission terminal and sure enough there are still AX recovery missions. They pay the standard amount (300-500k credits) but seem to have better material rewards.

So I took one, keen to see if it was any different.

What's cool is this is like a standard restoration mission, no revenants. Shortly after you arrive, AX NPC ships drop in and start announcing their security sweep, letting you know everyhing is OK. You go about your mission and it's just like the standard missions, including all the resources you'd find lying about. You can drive your SRV right up to the settlement.

Why I think this is cool is this: For such a long time, it's been very, very difficult to find settlement restoration missions in the game. But now, it's very easy! You can either find an invasion state and do the actual reaver missions and push the system into recovery and then get these missions, or just find a recovery system (currently 11 in the bubble) and you have a huge, huge list of restoration missions to choose from. This is a big boost for commanders who want to gather materials easily, as these missions were always the best legal way of doing it.

This is all really excellent stuff.
 
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The restore missions were supposed to be fixed. I landed at the station in Aukey (?) and the station was in repair, but the mission board correctly had restore and supply missions, which it didn't last week.
I also picked up a mission to Theemen (?) next door and it was a thargoid restore mission. I thought it odd because I didn't think you got them from systems in thargoid recovery.
I didn't try to go to a partially restored system to see if it ignored the powered up stations, but that bug is supposed to be fixed.
 
The restore missions were supposed to be fixed. I landed at the station in Aukey (?) and the station was in repair, but the mission board correctly had restore and supply missions, which it didn't last week.
I also picked up a mission to Theemen (?) next door and it was a thargoid restore mission. I thought it odd because I didn't think you got them from systems in thargoid recovery.
I didn't try to go to a partially restored system to see if it ignored the powered up stations, but that bug is supposed to be fixed.
That's where I am.

When I say restore missions are hard to find I might be out of date. Several months ago (before the thargoid story kicked off fully), they'd fixed it so more restore missions occurred (not ax ones) but they were still rare and difficult to find.

I just like the flow of these new missions. They were occupied by revenants, I went in and helped reinstate the military settlements, now they're up and running but I'm now helping restore the other settlements that are clear of revenants but still in disrepair.

I've always liked the BGS impact on the game but have felt it's usually a bit detached from how it actually impacts game play. In this scenario, it feels organic and very atmospheric.
 
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That's where I am.

When I say restore missions are hard to find I might be out of date. Several months ago (before the thargoid story kicked off fully), they'd fixed it so more restore missions occurred (not ax ones) but they were still rare and difficult to find.

I just like the flow of these new missions. They were occupied by reavers, I went in and helped reinstate the military settlements, now they're up and running but I'm now helping restore the other settlements that are clear of reavers but still in disrepair.

I've always liked the BGS impact on the game but have felt it's usually a bit detached from how it actually impacts game play. In this scenario, it feels organic and very atmospheric.
Cool, bout to fire up the game and give it a go, it was late and I was too tired by the time I got back from Academy last night.
 
Why I think this is cool is this: For such a long time, it's been very, very difficult to find settlement restoration missions in the game.
Never had any issue with that. 🤔 Then again, I never had any issue finding Selenium without using the cheating crystal forests.
 
Never had any issue with that. 🤔 Then again, I never had any issue finding Selenium without using the cheating crystal forests.
They were never this abundant in my experience. Easy to find if you knew what states to look for. This is just another way to find them that I think is more obvious and it's a nice alternative setting as well.

Plus, you can force them to populate by doing ax stuff. I like it a lot.
 
My big gripe with this (and any other mission like it) is the 'additional objective' that they give you after you've completed the actual one that you were told to do in the mission description.
What is the point of revealing this during your mission??? Especially an AX Reactivation mission which is tricky enough anyway.
As soon as I got the power back on, counted my lucky stars that I made it that far, it then told me to retrieve something from a locker! Well WTH?
I didn't bother.
Why this cannot be revealed in the actual mission description is beyond me. If I'd known there was an additional task, I likely wouldn't have taken the mission.
So now, even though I completed what was asked of me (power on the base), I had to fail the mission because I wasn't prepared to do the 2nd part which was kept from me.

FDev need to put ALL of the mission requirements into the original mission description. There is zero point, revealing it afterwards as if it's an afterthought.
So these missions are not for me and I'll not be bother with any more of them. They are going to get boring really quickly.

The fun of these missions would have been engage with the Revenant's, but nope, it seems you shouldn't do that. And do they endlessly respawn? That's no good either.

And yes, the hyperdictions/goid interdictions are way too common. If you have a quick ship, they are just annoying because you know you can escape them all.

FDev have some tweaking to do and to NOT leave those tweaks until Update 16!
 
My big gripe with this (and any other mission like it) is the 'additional objective' that they give you after you've completed the actual one that you were told to do in the mission description.
What is the point of revealing this during your mission??? Especially an AX Reactivation mission which is tricky enough anyway.
As soon as I got the power back on, counted my lucky stars that I made it that far, it then told me to retrieve something from a locker! Well WTH?
I didn't bother.
Honestly, getting in and out is the hard part. Moving from one building to another after turning the power on is probably the easiest part of the mission. You don't even need to stop to unlock the doors.
 
My big gripe with this (and any other mission like it) is the 'additional objective' that they give you after you've completed the actual one that you were told to do in the mission description.
I agree that the doohickey retrieval should actually be the prominent mission goal with the "you with have to power up the settlement with the provided regulator" as mission details. Of course then people who didn't read the details would complain about that but whatchagonnado
 
You have to ask, why would a player want to do this mission... What does it offer that you can't get with the current missions? If you say bounties from killing revs, this just brings more scouts and makes it more likely that you will get blown up on exit.

In reality, there is no reason to do these missions other than some minor reversal of the invasion state. Just not interested.
Atmosphere, slightly more challenge (though that is currently in the case of getting back out as scouts will destroy even the best armored ship. Pray for an interceptor instead as they do less damage), something a little different, more pay than usual, helps the war cause.
 
I have yet to see anyone knock down a scout. The revs are easy to kill, but in so doing, you bring in more scouts which will loiter in the area. At some point, not very far into the process, you make it highly unlikely that your ship will successfully land, embark the SRV/Commander and leave without getting destroyed. This has been a persistent issue with these missions prior to this and this is continuing on. There is NO WAY TO PREVENT THIS. That is my issue. You can't drive "x" km away and call in your ship without getting attacked as soon as it drops from super cruise.
Tried shooting (no appreciable health change) and rocketing (very small health change) the scouts from the ground.
 
Edit: Also, about our influence with these missions... the system I was using that was in Invasion state has now flipped and is back to normal. So, maybe we are having an impact with these missions? Obviously difficult to tell as it could have been AX combat and other missions but.. I don't know... I know I contributed to that event so... That feels good.
Sadly that is more likely due to the dermatology meta. Sample to death the war effort.
 
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