are thargoids basically end game for super players

I'm not a fed, but I'm moving all my ships to Pre-Research base. Kind of like the idea of a Capital ship hovering over my head, even if it is for a faction I don't support :D (also, getting the heck out of dodge.. um.. the bubble seems like a good plan lol)
 
There are Thargoids and there are Thargoids.

Some Thargoids may be more aggressive than others. Some Thargoids may be more powerful than others. Some may even need our help and we might need their help.
 
Erm "Vorlons" dint turn out to be that good an influence either in the end !!! (Just sayin ;-)

If I remember correctly.....(which is highly questionable)....neither was good or bad in the end, they just had very different ideas of how to guide/shape the younger races.......and in the end everybody was blowing up everybody else.....I can not wait :p

What was it "who are you"....and "what do you want"? Or something like that.
 
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Goose4291

Banned
Well, i'm not sure what people expect.
That they'll be an all encompassing menace insta killing everyone in sight, or setting off doomsday devices in Lave and Sol ? Seriously ?
The way i see it, FD have 2 basic options to work from.

- make them common and ever present for everyone (Thargoids as managable and/or escapable content)
- make them very tough/wing content, but keep them in specific areas (Thargoids as optional content)

Either one of the two will prevent non combatants and less combat focussed players from being driven out of the game.
And either one of the two will spark plenty of controversy, no doubt about that.

While both your ideas are good from a gameplay perspective, they remove the core of what defines the Thargoids.

That they are a merciless advanced alien antagonist from which there is slim chance of escape.

For me, that removes any unique flavour and makes me just lump them in with the rest of the bland generic uninteresting NPC pirates
 
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I am considering taking my expensive ships to Empire capital and leaving them there. FD will not destroy the Empire capital !!!

67080895.jpg


:D
 

Deleted member 110222

D
Thargoids, or whatever the aliens turn out to be, are just one reason I only fly one ship.

I can take my Cobra Mk III to the surface of a planet & camp there. No need for stations outside of business.

All I need now is an orange SRV.
 
I'm hoping for endgame raid-like gameplay, taking down Thargs for purple materials in order to make Epic Lazors. Seriously, this is what I want.
You will be sorely disappointed as there is no 'endgame' in this game. The point is the journey not the ending, whatever that is.
 
Thargoids were never the 'end game' they were the brown trousers inducing enemies that appeared from time to time and sometimes pulled you out of hyperspace into witchspace. Back in the day when you saw one you knew you were in for a fight but if they were on their own or with pirates they werent to difficult to dispatch but in witchspace that is where things for hairy when you came up against five or more of them.
 
I sincerely hope that, at first, Thargoids are literally unbeatable. Your only choice is to run. They preferentially hunt high combat rank/combat-specced ships (s they probably would to soften us up).

Then a series of CGs to develop technology that works against them (suitably griefed by Thargoids themselves, maybe even as super-NPCs).
Then we get access to bits of anti-thargoid technology (shields, weapons, frameshift drives proof against their style of interdiction), as both new stock items of equipment and engineer mods that can be applied to existing equipment. The rationale being to avoid having existing equipment become obsolete, but also not gating the needed tech behind engineers. If you want the variety of existing equipment, then you either need to accept that Thargoids are beyond you or give up on having any of the usual engineer mods.

Then some more CGs to gain access to Thargoid technology (which might be gated behind military rank, or a new 'Defenders of Humanity' rank.

And all of this in parallel with CGs to defend human space, evacuate threatened space, etc. and interactions with the Thargoids that are not combat-based. Actually, have 'Thargoid' as a new super-power you have a reputation with. If you leave them alone, they'll leave you alone (being kind to new players). If you contribute to CGs against their interests, your rep falls and they start attacking you. Betray humanity by bringing goods to their bases, and you might even get access to some of their toys. The price being, of course, that you become kill on sight for every loyal human commander and NPC.
 

Deleted member 110222

D
I sincerely hope that, at first, Thargoids are literally unbeatable. Your only choice is to run. They preferentially hunt high combat rank/combat-specced ships (s they probably would to soften us up).

Then a series of CGs to develop technology that works against them (suitably griefed by Thargoids themselves, maybe even as super-NPCs).
Then we get access to bits of anti-thargoid technology (shields, weapons, frameshift drives proof against their style of interdiction), as both new stock items of equipment and engineer mods that can be applied to existing equipment. The rationale being to avoid having existing equipment become obsolete, but also not gating the needed tech behind engineers. If you want the variety of existing equipment, then you either need to accept that Thargoids are beyond you or give up on having any of the usual engineer mods.

Then some more CGs to gain access to Thargoid technology (which might be gated behind military rank, or a new 'Defenders of Humanity' rank.

And all of this in parallel with CGs to defend human space, evacuate threatened space, etc. and interactions with the Thargoids that are not combat-based. Actually, have 'Thargoid' as a new super-power you have a reputation with. If you leave them alone, they'll leave you alone (being kind to new players). If you contribute to CGs against their interests, your rep falls and they start attacking you. Betray humanity by bringing goods to their bases, and you might even get access to some of their toys. The price being, of course, that you become kill on sight for every loyal human commander and NPC.

I like this.
 

Deleted member 38366

D
I am considering taking my expensive ships to Empire capital and leaving them there. FD will not destroy the Empire capital !!!


*arg*
This is just hideous :D

I can already envision Galnet Exploding :
Galactic Warning Network issues critical Threat alert!
The following Systems have ceased to exist within the last 24hrs :
[insert long list]

Trillions in assets have been wiped, countless CMDRs of the Pilots Federation were evacuated last-minute but found themselves homeless and stranded.
The Red Star NGO has issued items of basic needs and provided emergency Shelter. Sidewinder Ships have to serve as temporary habitats even for formerly wealthy Individuals who lost entire fleets and everything they once had in the fire!


Ideas like these come to mind :
- ASLAR (Aircraft Surge-Launch and Recovery)
- Vertical Dispersal (don't have all eggs in one basket)
- Massive Fleet Relocations and Diversions to auxiliary FOBs

Hmm... might need to spread those ~24 Ships to 24 different stations within a 100LY Radius before smelly stuff hits the fan ;)

Begs the question : Stations currently are indestructible. But will it stay that way?? Who's to tell...
Oh well, worst-case I'll park everything in a Permit System. Ha! No way Aliens will grind Rep to attain these :D (Oh wait! Dangit! :D)
 
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I expect the new bubbles to become the new battle fronts. Thargoids will attack because humanity has finally expanded out of our own territory. 20k light years away newly colonized planets will be on fire and the best of the best will fly to their aide. The 3 big militaries will be there and we will be able to drop into fleet battles. The question is, will the Feds and empire set aside their differences and work together? I really hope not. I want it to be a tense 3 way fight anytime those two superpowers confront the same enemy. We won't specifically target each other but stray shots will happen, and maybe war will kick off back home.

Meanwhile, ship transfers will be embraced because how else are you going to get a vulture 20k ly from Earth?

Exploring will carry a greater hint of danger. My favorite relaxing pastime might get a lot less relaxing People will surely complain, because a sidewinder will be cannon fodder for a thargoid and someone without the capital to buy an exploration vessel will have a difficult time reaching the best new content in the game (though I expect there will be some incursions, albeit rare) but Thargoids will give the fighters in our ranks a real challenge, and just as in the original game scooping up some alien tech will have some huge payouts (maybe 100k per drone I'm hoping) and the explorers will have some brown trousers moments and maybe a few.... Interesting Discoveries? Imagine scanning the 11th gas giant in a far flung system when you see an alien station and a buzz of activity. Drop out and scan the station and the military will make you a rich pilot, but maybe you should have put shields on your Asp after all.

"My God, It'll be beautiful"



Or... They'll ham-fist it, "lol. Look guys you're being interdicted on your trade run but this time it's a thargoid instead of a pirate. Didn't expect that did ya?"
 
I sincerely hope that, at first, Thargoids are literally unbeatable. Your only choice is to run. They preferentially hunt high combat rank/combat-specced ships (s they probably would to soften us up).

Then a series of CGs to develop technology that works against them (suitably griefed by Thargoids themselves, maybe even as super-NPCs).
Then we get access to bits of anti-thargoid technology (shields, weapons, frameshift drives proof against their style of interdiction), as both new stock items of equipment and engineer mods that can be applied to existing equipment. The rationale being to avoid having existing equipment become obsolete, but also not gating the needed tech behind engineers. If you want the variety of existing equipment, then you either need to accept that Thargoids are beyond you or give up on having any of the usual engineer mods.

Then some more CGs to gain access to Thargoid technology (which might be gated behind military rank, or a new 'Defenders of Humanity' rank.

And all of this in parallel with CGs to defend human space, evacuate threatened space, etc. and interactions with the Thargoids that are not combat-based. Actually, have 'Thargoid' as a new super-power you have a reputation with. If you leave them alone, they'll leave you alone (being kind to new players). If you contribute to CGs against their interests, your rep falls and they start attacking you. Betray humanity by bringing goods to their bases, and you might even get access to some of their toys. The price being, of course, that you become kill on sight for every loyal human commander and NPC.

Sounds boring. Honestly, my least favorite thing in games is when I get a 'story target' to 1 hp and hten can't kill him until his scripted stun locks me up and he escapes, or kills me, or does whatever the story demands. Boring. And let's please not use CGs, they ruined Jaque's, please don't ruin Thargoids with them.
 
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