So when do we get thargoid technology? And also theory crafting on how they could be added...

A question probably already asked but... We have found project seraph. Blackflight had a... THING... that worked...
And Salvation's superweapon seems pretty good at creating A LOT of fresh wrecked thargoid ships. Thargoid wrecks I would like to point out are.... unlike a destroyed thargoid... disarrayed but still mostly intact.
Go look! a thargoid destroyed in combat is nothing more than disemboweled guts and ruined innards.
But those wrecks after salvation's weapon are not as mutilated.

I might be a supporter of salvation and love guardian tech... but I also want thargoid tech.

And now I was wondering how it could be implemented? So I was thinking... It shouldn't be just a "slap it on and call it a day" like engineering or guardian tech. the cons should weigh more than the benefits. And there needs to be balance.

Step 1 to equipping thargoid tech must be you must equip a special life support module. Suffering a minimal 7min long emergency capacity, with high weight, Cannot be equipped if you have guardian tech on the ship. Taking a lot of power. But! it allows crucial life support systems for a thargoid heart in the ship. Otherwise the heart will degrade and die. So if you get your life support shot out the hearts slowly die and when the hearts die your thargoid modules shut down

From there a optional internal can be filled with a thargoid heart. These will have a capacity of how many thargoid modules you can equip and will be quite heavy. They will also have an added benefit of producing a little bit of extra power for human modules.
Size 2 heart bay: supports 2 thargoid modules. Generates 1mw power
Size 4 heart array: supports 4 thargoid modules. Generates 1.5mw power
Size 6 heart array: supports 6 thargoid modules. Generates 2.5mw power
The hearts can be targeted, shot and damaged by regular human weapons.

Then comes the equipping of the thargoid tech. Thargoid modules will take a small amount of power but will need thargoid hearts to function. Now ideas for some modules I am short on cause I am not a game designer.
But if I had a choice I would add these
1) Cauterizing living hull: Replaces lightweight armor. Allows 25% of hull damage to be regenerated over time. E.G. you get hit on the hull for 100 damage then you can recover 25 armor. So you won't be able to fully heal and the more damage you get over a prolonged battle will mean less and less armor will be recovered. Has negative resistances to everything but caustic damage. if all hearts are disabled then the regeneration will stop and your caustic resistance will drop into negatives.
2) Living drives: Replaces thrusters. allows as much straight line speed as an un-engineered grade A drives would. Drives can regenerate durability while thargoid hearts are still intact. Produces minimal heat. Engineered human ships will be able to dance around you and out run you easily. Once hearts are shot out drives will still function but will slowly degrade untill dying.
3) Pulse Shield: Replaces shield generator. Shield generator that is stronger than a prismatic shield generator. But can only be activated for a short time using a firegroup. After it expires or is shot out you'll need to wait a long time before you can activate it again, meaning you'll need to rely on hull tanking. But will give your other thargoid modules/hull time to regenerate. Can be activated when all hearts are destroyed but cannot regenerate.

Additionally I would add a human module called AFSM (Automatic Field Surgery Module). And this module will be able to resurrect a thargoid heart. Though the process takes a time and cancels if you receive damage. which should prevent you getting stranded and/or left to watch your thargoid modules slowly degrade and die on you before you can reach a station for repairs after a fight.

So ya... Hope fdev develop something similar or better. And hope thargoid modules are not just "plug and play"
they should be alien and give you problems.
 
A question probably already asked but... We have found project seraph. Blackflight had a... THING... that worked...
And Salvation's superweapon seems pretty good at creating A LOT of fresh wrecked thargoid ships. Thargoid wrecks I would like to point out are.... unlike a destroyed thargoid... disarrayed but still mostly intact.
Go look! a thargoid destroyed in combat is nothing more than disemboweled guts and ruined innards.
But those wrecks after salvation's weapon are not as mutilated.

I might be a supporter of salvation and love guardian tech... but I also want thargoid tech.

And now I was wondering how it could be implemented? So I was thinking... It shouldn't be just a "slap it on and call it a day" like engineering or guardian tech. the cons should weigh more than the benefits. And there needs to be balance.

Step 1 to equipping thargoid tech must be you must equip a special life support module. Suffering a minimal 7min long emergency capacity, with high weight, Cannot be equipped if you have guardian tech on the ship. Taking a lot of power. But! it allows crucial life support systems for a thargoid heart in the ship. Otherwise the heart will degrade and die. So if you get your life support shot out the hearts slowly die and when the hearts die your thargoid modules shut down

From there a optional internal can be filled with a thargoid heart. These will have a capacity of how many thargoid modules you can equip and will be quite heavy. They will also have an added benefit of producing a little bit of extra power for human modules.
Size 2 heart bay: supports 2 thargoid modules. Generates 1mw power
Size 4 heart array: supports 4 thargoid modules. Generates 1.5mw power
Size 6 heart array: supports 6 thargoid modules. Generates 2.5mw power
The hearts can be targeted, shot and damaged by regular human weapons.

Then comes the equipping of the thargoid tech. Thargoid modules will take a small amount of power but will need thargoid hearts to function. Now ideas for some modules I am short on cause I am not a game designer.
But if I had a choice I would add these
1) Cauterizing living hull: Replaces lightweight armor. Allows 25% of hull damage to be regenerated over time. E.G. you get hit on the hull for 100 damage then you can recover 25 armor. So you won't be able to fully heal and the more damage you get over a prolonged battle will mean less and less armor will be recovered. Has negative resistances to everything but caustic damage. if all hearts are disabled then the regeneration will stop and your caustic resistance will drop into negatives.
2) Living drives: Replaces thrusters. allows as much straight line speed as an un-engineered grade A drives would. Drives can regenerate durability while thargoid hearts are still intact. Produces minimal heat. Engineered human ships will be able to dance around you and out run you easily. Once hearts are shot out drives will still function but will slowly degrade untill dying.
3) Pulse Shield: Replaces shield generator. Shield generator that is stronger than a prismatic shield generator. But can only be activated for a short time using a firegroup. After it expires or is shot out you'll need to wait a long time before you can activate it again, meaning you'll need to rely on hull tanking. But will give your other thargoid modules/hull time to regenerate. Can be activated when all hearts are destroyed but cannot regenerate.

Additionally I would add a human module called AFSM (Automatic Field Surgery Module). And this module will be able to resurrect a thargoid heart. Though the process takes a time and cancels if you receive damage. which should prevent you getting stranded and/or left to watch your thargoid modules slowly degrade and die on you before you can reach a station for repairs after a fight.

So ya... Hope fdev develop something similar or better. And hope thargoid modules are not just "plug and play"
they should be alien and give you problems.
You need to write in the suggestions section.
 
I dont think there should be purchasable modules, to use Thargoid tech the player should have to create a new cmdr and BE a Thargoid. This not only would make it an investment but also could make the Thargoid war much more harder as we wouldnt know if were facing off against a player.

reminds me of the Thargoids of Elite 1 where you had beserkers who fought alongside pirates ;)
 
I dont think there should be purchasable modules, to use Thargoid tech the player should have to create a new cmdr and BE a Thargoid. This not only would make it an investment but also could make the Thargoid war much more harder as we wouldnt know if were facing off against a player.

reminds me of the Thargoids of Elite 1 where you had beserkers who fought alongside pirates ;)
In Elite 1 I have an energy bomb, where is it here ?
 
Much better if they fix what's not working in the game... like hardpoints randomly not firing (or blocked by ship kits), random deinstancing,UI issues (mostly happening when winged up), broken nav lock, game stuttering on console due to carrier jumps and SLF lag.
 
Much better if they fix what's not working in the game... like hardpoints randomly not firing (or blocked by ship kits), random deinstancing,UI issues (mostly happening when winged up), broken nav lock, game stuttering on console due to carrier jumps and SLF lag.
Yes yes that will continue. But the show must go on! Story beats and new things are added periodically, while maintenance (which includes bug fixing, fixing broken things, implementing technical improvements) is always ongoing.

Sheesh. Any time new content is added or people suggest having new things added comments like these always appear. If it was up to you guys Horizons still wouldn't be out.
 
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