This Interstellar Initiative is not really "Exciting"

I think there are a lot of valid criticisms in this thread, but the Thargoid story isn't one of them.

Thargoids were long in preparation. It paid off too: they're awesome, both in audio and visual properties. They offer fights with mechanics different from other NPCs and require different ship loadouts and skills than for other activities. So they're not just beefed-up standard NPCs.

The new weapons from the II were pretty useless compared to already existing Guardian ones.. The fact that they shortly after became pointless with the end of the Thargoid invasion isn't on FD though:-

When the Thargoids appeared we were told that players could influence the story development by choosing how to interact with them. As far as I can see, this happened. The most frequently chosen interaction was to shoot at them. We therefore had a war with them and got given more AX weapons for the purpose; entirely logical. Then, the progress of the war was correctly determined by player actions. The Thargoids were conclusively defeated: on many weeks all the infestations were cleared out by players. Also, the Thargoids couldn't content themselves with taking losses but doing damage: player actions repaired stations at an incredible rate. It was rational for the Thargoids to give up their invasion and pull back.

We got a story influenced by player actions. There's no point in complaining that the result is the Thargoids being pushed back into the Pleiades and the Witch Head. We achieved this ourselves.

I know that some will want to disbelieve this and claim it's coincidence that the outcome matched player choices. I just say that FD said it would be player-influenced, and the Thargoid invasion and its end were both logical responses to player actions. So the simplest explanation to me is that FD did what they said they intended.
 
I think there are a lot of valid criticisms in this thread, but the Thargoid story isn't one of them.

Thargoids were long in preparation. It paid off too: they're awesome, both in audio and visual properties. They offer fights with mechanics different from other NPCs and require different ship loadouts and skills than for other activities. So they're not just beefed-up standard NPCs.

The new weapons from the II were pretty useless compared to already existing Guardian ones.. The fact that they shortly after became pointless with the end of the Thargoid invasion isn't on FD though:-

When the Thargoids appeared we were told that players could influence the story development by choosing how to interact with them. As far as I can see, this happened. The most frequently chosen interaction was to shoot at them. We therefore had a war with them and got given more AX weapons for the purpose; entirely logical. Then, the progress of the war was correctly determined by player actions. The Thargoids were conclusively defeated: on many weeks all the infestations were cleared out by players. Also, the Thargoids couldn't content themselves with taking losses but doing damage: player actions repaired stations at an incredible rate. It was rational for the Thargoids to give up their invasion and pull back.

We got a story influenced by player actions. There's no point in complaining that the result is the Thargoids being pushed back into the Pleiades and the Witch Head. We achieved this ourselves.

I know that some will want to disbelieve this and claim it's coincidence that the outcome matched player choices. I just say that FD said it would be player-influenced, and the Thargoid invasion and its end were both logical responses to player actions. So the simplest explanation to me is that FD did what they said they intended.
This is a good point. I'm not in any way a prolific Thargoid hunter, but even my kill count is somewhere in the thousands. It makes sense that even if they're making progress, the cost is too high and they need to pull pack and rethink tactics.

At the moment though it feels like we've got a throwaway enemy that's just being used to allow a change that fixes an aspect of the BGS that some feel is broken. I suppose this has been written in the shadow of the September update. Hopefully next time there won't be the same issues to work around and a more long term story can be pushed forward.
 
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I think there are a lot of valid criticisms in this thread, but the Thargoid story isn't one of them.

Thargoids were long in preparation. It paid off too: they're awesome, both in audio and visual properties. They offer fights with mechanics different from other NPCs and require different ship loadouts and skills than for other activities. So they're not just beefed-up standard NPCs.

The new weapons from the II were pretty useless compared to already existing Guardian ones.. The fact that they shortly after became pointless with the end of the Thargoid invasion isn't on FD though:-

When the Thargoids appeared we were told that players could influence the story development by choosing how to interact with them. As far as I can see, this happened. The most frequently chosen interaction was to shoot at them. We therefore had a war with them and got given more AX weapons for the purpose; entirely logical. Then, the progress of the war was correctly determined by player actions. The Thargoids were conclusively defeated: on many weeks all the infestations were cleared out by players. Also, the Thargoids couldn't content themselves with taking losses but doing damage: player actions repaired stations at an incredible rate. It was rational for the Thargoids to give up their invasion and pull back.

We got a story influenced by player actions. There's no point in complaining that the result is the Thargoids being pushed back into the Pleiades and the Witch Head. We achieved this ourselves.

I know that some will want to disbelieve this and claim it's coincidence that the outcome matched player choices. I just say that FD said it would be player-influenced, and the Thargoid invasion and its end were both logical responses to player actions. So the simplest explanation to me is that FD did what they said they intended.

So your saying the Thargoid saga is now over? We won?

Great, what next?
 
When the Thargoids appeared we were told that players could influence the story development by choosing how to interact with them. As far as I can see, this happened. The most frequently chosen interaction was to shoot at them.

I have to ask: What was the other option to interact with them? Please don't say look at them.
 
I have to ask: What was the other option to interact with them? Please don't say look at them.
Not shooting them would certainly be something to consider when meeting an alien race.
There were players who tried giving them meta-alloys, which they apparently liked.
But the usual choice was to open fire.
 
Not shooting them would certainly be something to consider when meeting an alien race.
There were players who tried giving them meta-alloys, which they apparently liked.
But the usual choice was to open fire.

If the only tool you have is an Imperial Hammer, everything is a nail.

I don't blame the players one bit. Heck, even if you find a rock on a planet you have to shoot it to get materials.
 
If the only tool you have is an Imperial Hammer, everything is a nail.
I don't blame the players one bit. Heck, even if you find a rock on a planet you have to shoot it to get materials.

With legs coming next year (iaw with the leak) we will definitely need something like this when we meet other players in the station:

148912
 
😒 I think I'm done with this :poop:
View attachment 148814
but... it's 400k... oh wait... 1 LTD will be worth twice that.

Seriously: Rewards are not worth it, would have to make the rewards 10 fold AT LEAST!
I rather go mining.
The even sader part is: There is no "global awards". Hasn't been 95% of the time. There was the unlocking of the CRCR, but that was it.

I think they need to SERIOUSLY revamp the CG rewards.
 
I have to ask: What was the other option to interact with them? Please don't say look at them.
Honestly wouldn't be surprised if the alternative was a Salome-esque[1] "Don't shoot them"... just like how that was the only option in this II's combat CG. And it's simply not a valid option. People come to games to play them, not to, well, not play them.

[1] i.e the whole "Don't sell exploration data, don't trade, don't give anyone anything because it's all one giant conspiracy" stuff
 
3 trade CG's and 1 Combat CG in Combat Zones only:
  • Use of in-game existing assets (low)
  • Player engagement (boring and repetitive)
  • Rewards (poor)
Is that all? (n)
Ever since deep core mining,CGs aren't really worth the time or effort. I used to love CGs when I was a small ship pilot but after building up rep, missions pay more than CGs.

They just need to rescale rewards for everything so that mining isn't the only way to not waste time trying to get paid
 
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