Another mission has made the jump from BBC/c64 into Elite Legend:
It's the T(h)argoid Plans mission - and wouldn't you know it, the headquarters I need to reach are on the opposite side of the Galactic map.
I didn't expect too much trouble with this mission as I've now got a pretty top-spec Cobra Mk3 and Thargoid ship encounters have been survivable so far.
I was
soooo wrong.
The first system jump I made saw me ripped from WitchSpace into a Thargoid ambush of four ships. My energy bomb did nothing but tickle their hulls and after managing to take out a single attacker I was very quickly obliterated under a withering hail of fire.
My next attempt saw me swapping out my E-Bomb for a
Q-Bomb which proved much more effective - three of the ambush ships exploded and I was able to deal with the damaged remaining ship. After topping up my main fuel tanks from the reserve I completed the jump to my first target system. At this point I made a horrible discovery; in the BBC/c64 version of the mission, I believe the Thargoid encounter rate is increased to about 1 in 5 of all events - in the Elite Legend version it looks like it is increased to
every single encounter Those pirate ships you normally meet? All replaced with Thargoids. As in, every single pirate ship is replaced with a Thargoid craft.
I can stand up to a single alien attacker and the Q-Bomb lets me survive a multi-ship ambush
once, but having up to 5 Thargoids attacking at the same time was too much.
After spending a short time sulking, thinking my 2.5 year old game had hit a brick wall, I had a thought - I only have to carry
data so it doesn't really matter if my ship was destroyed. Ah ha! Off to the shipyard to get an escape capsule fitted. They are 1000 credits a pop so not a cheap solution to the problem, but at least it would carry me to the current-system station without getting zapped.
I then had another Ah ha! moment with another new feature of Elite Legend: Jump Gates. These are positioned close to a jump entry point in specific tech level / economy systems, and for 250 credits will warp you to just outside the local station. I found that jumping into one of these systems, doing a quick 180 and boosting for the jump gate meant that I could
just reach the gate as I started to take incoming fire. I could survive and reach the station!
I spent plenty of time in the Galactic Chart trying to work out a good route - I needed systems with jump gates and high enough tech levels to replace Q-Bombs and escape capsules. I wasn't able to plan a straightforward route and there were a few occasions that required a hurried refueling and jump to a better system if there wasn't a Jump Gate, but in the end I only required 3 escape capsules and 4 Q-Bombs along with all the Jump Gate fees.
An expensive solution to the problem, but at least my game will now continue!
Yeah, that Naval Energy Unit might have been useful
before I set out on the mission? Guys?