News New 'Thargoid Incursion' State

since we are going to be fighting thargoids is the personal narrative grind will be lifted so we can get the necessary weapons to kill thargoids? or na

I'd rather the specific necessity of these weapons be lifted. I'd not want to use the AX and Guardian weapons even without the material trader grind.
 
This is a move in the right decision and I thank FD for that.

But, the Thargoid threat is still optional, and still require the player to expose themselves to that threat by entering USS/Combat Zones.

Threats aren't threatening when they're optional.

How about allowing Thargoids to rip players out of supercruise, before attacking the player - in Incursion-state systems only? That would really add a level of danger which isn't there now and still won't be in Chapter 4.
 
How does NPC's will react to this new state and danger? Will we be able to see NPC's fighting goids in Combat Zones?

Is there an new mission type for this state? Like Thargoid Massacre Mission where you need to kill a number of scout or interceptors within a system? (not like currently broken missions in Aegis megaships)
 
Are there any plans to revise Thargoid (combat) content to allow participation beyond the currently required loadouts (full hull tanks, AX and guardian weapons)? It's not like I'd not want to participate, but I've got 3 fully engineered ships yet the loadouts that I prefer simply cannot realisitically do it (bi-weave shields, armed lasers and plasma accelerators, no SCB spam). :(

You can fight scouts though?
 
Does the BGS (or do the local factions) respond when Thargoids start popping up in their system, or are we still going to be acknowledged as we pour into their stations with caustic goo dripping off our hulls with "the future is looking bright, let's trade!"
I'd be very surprised if they made Thargoid attacks into a BGS state and then didn't do that.

"This Thargoid Hunter is in the top 1% of Thargoid Hunters out there"
"The defeat of the Thargoid Incursion depends on the smooth flow of data, Commander. Please deliver this message to {system}"
...and probably some rather less cosmetic effects as well.
 
This is a very welcome change ! Good job Fdev =) Love the conflict zone idea !!!

Question :

- Will there be any ways to know the defense progression when a system is in incursion state ?

Suggestion :

- You should add some random supercruise interdiction by Thargoids in the Incursion state system (ISS). This would be a very great improvement so we can feel that the threat is real. Chances of being interdicted while travelling in SC in an ISS could increase each week if the system stay in incursion state. So you could have low level threat systems, medium threat and high threat depending on the risk of being interdicted.

o7
 
These ideas:

Are there any plans to revise Thargoid (combat) content to allow participation beyond the currently required loadouts (full hull tanks, AX and guardian weapons)? It's not like I'd not want to participate, but I've got 3 fully engineered ships yet the loadouts that I prefer simply cannot realisitically do it (bi-weave shields, armed lasers and plasma accelerators, no SCB spam). :(

since we are going to be fighting thargoids is the personal narrative grind will be lifted so we can get the necessary weapons to kill thargoids? or na

I'd rather the specific necessity of these weapons be lifted. I'd not want to use the AX and Guardian weapons even without the material trader grind.


Go really nicely with this idea:

This is a move in the right decision and I thank FD for that.

But, the Thargoid threat is still optional, and still require the player to expose themselves to that threat by entering USS/Combat Zones.

Threats aren't threatening when they're optional.

How about allowing Thargoids to rip players out of supercruise, before attacking the player - in Incursion-state systems only? That would really add a level of danger which isn't there now and still won't be in Chapter 4.


Combine making it so that regular weapons can do some anti-xeno damage (obviously less than the dedicated weapons) with making Thargoids an actual aggressive threat that isn't 100% opt-in.

So danger level and tension is increased, but you've also got the ability to deal with attacks without needing to re-outfit your entire ship. And now fighting Thargoids gets integrated with the rest of the game, rather than being its own walled-off theme park.

It's even reasonably lore-friendly: the anti-xeno tech has been out for a while, so it's not crazy to think that mainstream weapons manufacturers would include some basic level of it by now.
 
Does this allow Cmdrs to ally with Thargoids in these conflict zones or is it assumed that players are only ever going to fight against them? I really hope you give the current Thargoid ally players a legitimate means to influence the outcome of these systems, as the game literally states "Blaze Your Own Trail" and not everyone in the game is defender of Humanity.
 
This is a move in the right decision and I thank FD for that.

But, the Thargoid threat is still optional, and still require the player to expose themselves to that threat by entering USS/Combat Zones.

Threats aren't threatening when they're optional.

How about allowing Thargoids to rip players out of supercruise, before attacking the player - in Incursion-state systems only? That would really add a level of danger which isn't there now and still won't be in Chapter 4.

As long as players are blocked off participating until they have specific gimmick loadouts (which require some grind to attain, and the willingless to submit to those pidgeonholed ship setups over their customized, preferred loadouts), the content needs to remain optional. ¯\_(ツ)_/¯
 
You can fight scouts though?

I would assume in the Thargoid CZ you will find a mixed set of enemy ships. I'd basically have to pick fights with Scouts and low wake the moment I get aggro from one of the bigger ships. I fully expect the regular CZ aggro mechanics to apply, i.e. enemy ships may spawn into the instance at any time and pick the closest ship as their target; I can usually deal with 3 enemies spawning and ganging up on me in a normal CZ; I couldn't in a Thargoid CZ with normal loadout (the shield bypassing alone would break my neck; I don't fly hull tanks).
 
As long as players are blocked off participating until they have specific gimmick loadouts (which require some grind to attain, and the willingless to submit to those pidgeonholed ship setups over their customized, preferred loadouts), the content needs to remain optional. ¯\_(ツ)_/¯

AX weapons are available to all, zero hrind required. Scouts can be damaged by normal weapons, zero grind required. Entering incursion susyems is 100% optional, so everything that happens there is optional by definition.

Thargoids need to be an active threat.
 
Will we be able to side with the Thargoids if we want? Just like we can choose sides in previous CZs?

Does killing Thargoids only help to defend the system if it is done in Open thereby giving players the chance to help the Thargoids?
 
Top class.
My hope is that the kill count to negate the incursion is not over the top and achievable.

Hows about having a domino effect occur.
Random system is targeted. If not sufficiently defended, other neighbouring systems are targeted. ??
 
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Wow, cool this sounds exciting.

Will there be a counter on the number of evacuations needed to be done on burning stations?
Ideally yes

If we evacuate all in time, as in before then next week Thursday cycle, the materials required to repair are halved. If we fail to evacuate all people then the materials required is normal full amount.

If evacuated early, before the Thursday cycle happens, can the station blast doors coke down and the station be closed. Then to reopen on the Thursday.

Thanks fdev, this is amazin
 
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