It was cool at the beginning, but right now its a) boring, b) immersion breaking and c) after more than 3 years of being live there should be better possibilities to visualize attacks on stations!
How boring!
You need to imaginisize!
It was cool at the beginning, but right now its a) boring, b) immersion breaking and c) after more than 3 years of being live there should be better possibilities to visualize attacks on stations!
How boring!
Well, it seems Thargoids are very determined to keep attacking stations. Almost like they would have some strategy to keep pilling on pain and force rethink us our presence in that region.
It was cool at the beginning, but right now its a) boring, b) immersion breaking and c) after more than 3 years of being live there should be better possibilities to visualize attacks on stations!
How boring!
It was cool at the beginning, but right now its a) boring, b) immersion breaking and c) after more than 3 years of being live there should be better possibilities to visualize attacks on stations!
How boring!
I have to agree. The whole foundation of how events like this are triggered needs to be reworked. It sure would be cool war was a bit more like the BGS, where unexpected things could happen at unexpected times, like what happened with permit system takeovers. Make it driven by player action / inaction mixed with fleet AIs (kinda like a background chess game using NPC ships as pieces). Unfortunately I think ED is years away from being able to implement this kind of simulation, if at all.
A post of mine from a while back...I have to agree. The whole foundation of how events like this are triggered needs to be reworked. It sure would be cool war was a bit more like the BGS, where unexpected things could happen at unexpected times, like what happened with permit system takeovers. Make it driven by player action / inaction mixed with fleet AIs (kinda like a background chess game using NPC ships as pieces). Unfortunately I think ED is years away from being able to implement this kind of simulation, if at all.
In my head, I've always had the idea that a nice approach would be:-
- The game BGS is actually playing the Thargoids. ie: It knows where the Thargoids are thinking of attacking next and is moving their pieces around the board at least to some viable degree.
- The (known) Thargoid position is displayed on the galaxy map almost like a Powerplay type asset.
- CMDRs can undertake different roles to affect that Powerplay position. eg:-
- Scouting: To update Thargoid positions/intents/numbers.
- Counter attacks: If it seems likely the Thargoids might be attack in a new system (eg: they're building up nearby), CMDRs can try and attack/destroy them before they attack there.
- Defense: When a station is attacked, Thargoids can still be present there, and need to be cleared out/destroyed.
- Evacuation *1: All the individuals on a station need to be evacuated before repairs can take place. This needs to be done within a set time (which can vary)?
- Repair *1: Supplies need to be taken to the station to repair it.
- *1 : During both evacutation and repair, the station may fall back into a "Defense" phase, under which Thargoids can still turn up.
Ultimately actually treat this invasion like some tangible thing we can get involved in, rather than a server tick (an invisible attack) followed by rather mechanical evacuate/supply missions.
So you could look at the Galaxy map and see a sort of summary of The Thargoids position. You could scout around to try and update it. You could see they're potentially going to attack station X, so go and try and prevent this. You could see they are attacking station Y, so go and defend it. etc...
A post of mine from a while back...