News New 'Thargoid Incursion' State

Thanks Will
I like the idea however because probably 90% of the players don't have guardian engineered ships that probably limits the gameplay for the average Jo.
May I suggest that systems like this have outfitting stations that offer free weapons to use against the Thargoids so that everyone can get involved? Perhaps missions that require delivery runs to bring additional stocks of weapons for the cause. If a system was being invaded I am pretty sure they would be handing out any weapons they can get their hands on. I would even suggest that the stations offer loaned ships purely to fight in and no insurances attached to them as long as the resources are delivered to the stations by other Jo's.

Otherwise I think this will just become dull rather quick.

If you want to add some real depth and gameplay to the masses then I think it is at least worth considering.
 
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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.


This. Do this.
 
Sooo...still not developing any actual incentives to fight the Thargoid, but instead making them a scourge of the galaxy...neat.
 
Did somone say Incursions? :O

I dont think its going to match the fun I had in these but hey at least its somthing new and most welcome :). allthough I do think it should be like the orignal game and not opt in if you feel like it, make them real.

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Can you clarify a few things to me:

1) I fight only Scouts. I never, ever fight Interceptors, since there is no AX or guardian gimballed weapons (and I don't really care about "git gud" and all that - I love my gimballed builds). Is there a Scout-only Thargoid CZ, or Interceptors will invariably make an appearance, thus forcing me to abandon fight and run like hell? Of course, this can be mitigated by making at least Cyclops vulnerable to conventional guns, like Scouts.
2) Are there systems immune against incursions? Permit-locked systems, nursery systems, Shinrarta? (On a side note - if thargoids ever attack Shinrarta, I'll quit the game. I "live" at Jameson not only because of shop, but because it's totally immune against negative BGS things like lockdown. And I don't like things like lockdowns or incursions being forced on me)
3) Damaged starports - will the requirements be lowered, or maybe they will auto-repair themselves after a set amount of time? Look at the currently damaged starports - popular ones get some help, others are left to rot.

And please, for the love of God, remove xeno scanner, or at least let us see thargoid's HP and hearts without it and invent another use for it. A full year passed since reveal of thargoids, but INRA is still unable to load their profiles into our ships' computers, forcing us to sacrifice utility slot for otherwise useless module.
 
Dubsdj and other concerned about weapons to fight the goids

Human Ax weapons are available to everyone right now without the grind. Those are more than sufficient to engage scouts and even take down a cyclops. If you want to take on the big interceptors, you have to unlock the guardian Medium Gauss Cannons. that is one unlock. That's it. that is all you actually need for the big interceptors. Guardian module reinforcements are nice, but most of the guardian stuff is either not helpful for thargoid combat or unneeded. So the dreaded guardian grind is very minor for what you actually need. The reduction of required blueprints made a huge difference. The guardian fighters are nice but honestly, you can do just as well against the goids with human fighters as they a mostly for distracting the swarms attacks away from you.
 
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Hello everyone,

As is fitting with the elusive Thargoids, we've got a surprise announcement for you!

In addition to all of the content we've revealed thus far for Beyond - Chapter Four, the Thargoid threat continues to infest the galaxy in the form of new Thargoid Incursions and Thargoid Conflict Zones. Please read on for all the details!

New State: Thargoid Incursion

  • As time progresses, various systems will find themselves attacked by Thargoid Scouts and Interceptors.
  • Commanders will need to defend the system by killing Thargoids, if they fail to kill a certain number of Thargoids, the system will enter a new Background Simulation state: Incursion.

  • Incursion is a system-wide negative background state that impacts all the factions within that system.
  • Players defend the system (before and during Incursion) by killing Thargoids in that system.

When a system enters Incursion, the following happens:

  • One starport present in the system (that can be damaged) will be damaged.

  • Each week that passes whilst Incursion is active, a new starport (that can be damaged) will be damaged.
  • If a starport has been fixed after being damaged but the system is still in Incursion, it can be damaged again the week after.

  • All megaships in the system at the point of the state enters Incursion, will appear damaged and unable to continue on their journey.
  • Thargoid Scouts and Interceptors that were found in the initial attack will continue to have a presence, but stronger Thargoid Interceptors will now also make an appearance.
  • Thargoid Conflict Zones will also be found in the system, which pits players against Thargoids in waves of combat.
  • The Incursion state lasts (currently) indefinitely until players remove it.
  • To overcome the Incursion state, Commanders must kill Thargoid Scouts and Interceptors.
  • The amount of kills needed to remove the Incursion state varies from system to system.
We'll be exploring the new Thargoid Combat Zones in a livestream on 22 November, but if you can't wait, you'll be able to try them for yourselves in the beta next week!

A few things, Will. I do like the sound of this, but I was wondering if you could offer players non-combat avenues to avert this Incursion State.

Also, as you're now allowing situations where major assets can become badly damaged as part of the BGS state, have the Developers considered extending this ability to other significant BGS states-especially War & Civil War?
 
On the fence about this, I like the idea, BUT you are now forcing players to play the game your way,
i.e. you must do the grind to get the mats to unlock the weapons needed, and forced to engage the thargoids.

EDIT: I stand corrected.... You do not need to "grind" for the AX weapons.
 
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Will,

Please have someone from the development team contact someone at AXI (Anti-Xeno Initiative) regarding setting up challenging but achievable thresholds of system defense. The truth is that AXI has a better handle on this than anyone since we have been doing system defense since system defense was a thing. This will save your people a ton of time and effort and it will save the frustration of re-balancing if the threshold is too high or too low. Thargoids is what we do, please tap the available knowledge. You can reach us here https://discord.gg/gZbAWCF or you can contact Gluttony Fang in game or through the contact info you have on file.
 
On the fence about this, I like the idea, BUT you are now forcing players to play the game your way,
i.e. you must do the grind to get the mats to unlock the weapons needed, and forced to engage the thargoids.

Nobody is forcing you to do anything, its a game after all. Adn this is the way they are designing their game. By the way, not any grind needed to fight scouts, AX weapons are unlocked by default and you dont really need them to fight them.

If you dont want to fight the thargoids, just don't. About time an invasion feels like an invasion.
 
Starports that can be destroyed? Great!
I very much doubt the stuff runs that deep...

As more and more of this stuff is bolten on, I still come back to my imagined approach of the Thargoid position being displayed in the game as a variation on a Powerplay view, with the tasks in a system being the appropriate ones to affect the kind of outcomes being discussed.
 
How about tying the Thargoid threat RNG to the Squadron activity? So, if a Squadron has tagged itself as "Anti-Xeno Activist" and/or they have a high Xeno kill rate then any systems which their allied faction are located in have a much higher chance of Incursion. Using this mechanic and reducing the RNG chances elsewhere would mean that those players that really want to hunt 'Goids get the richer experience and everyone else can join in if they want but there's a reduced chance that it will be forced on them. And if you want to hunt 'Goids you can then join a Squadron of like-minded players.

I wouldn't want there to be zero chance elsewhere because, as other people have said here, it's all part of the game.
 
How about tying the Thargoid threat RNG to the Squadron activity? So, if a Squadron has tagged itself as "Anti-Xeno Activist" and/or they have a high Xeno kill rate then any systems which their allied faction are located in have a much higher chance of Incursion.

Yup...that's DEFINITELY how Invasions work...I can see the Thargoid Strategos now..."Hmmm...where are the strongest defended systems...we MUST target them"
 
This is awesome news, Will! That's something that will enhance the interaction with the Thargoids immensely, if it works! I really hope the battle for systems against the insectoid overlords will play and feel as intense and dynamic as it reads in the opening post! [up]
 
I am fully with you in that they are still going to be optional, and should become an actual threat instead. However, that requires every player be able to fight them without first preparing a gimmick loadout. Like with pirates - you just need a decent shield, some decent guns, some skills, and can deal with most pirates; then if you want to attack wings of Anacondas in threat level 5 USS, you need something more high end, engineered etc.

The same should apply for Thargoids. I fly this, for example. I should be able to expect at least a decent ability to deal with Thargoids without throwing away the engineered weapons, replacing all internals with hull and module reinforcement, and swapping back and forth between the normal and the Thargoid loadout all the time.

Plus, there's the thing about taste and preference. I have checked out the AX and Guardian weapons. Not even a single laser. The people in charge of Thargoid content at FD must hate lasers. Le sigh.

Excuse me, I have to disagree here. An important feature of ED is the need of making choices. If you want to have a specific gadget or ability you have to pass on antother. And that's a good Thing (and that's why I don't like the call by some some people for more slots and ship's that are perfect for every task). Thargoids should be a thread to everyone, but if you want to fight against them, you have to go for the specific weaponry. You should always be able to run away though.

So cool stuff, Frontier, thank you for this!
 

Goose4291

Banned
On the fence about this, I like the idea, BUT you are now forcing players to play the game your way,
i.e. you must do the grind to get the mats to unlock the weapons needed, and forced to engage the thargoids.

You don't need to grind mats to buy AX weaponry.

Have to say, looking forward to this, almost makes me want to get out of my Adder and into something Thargoid killing capable that's above the Scout class.
 
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.

+1

O yes, absolutely!
 
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