Suggestion how to make thargoids for everyone of all skill levels and ships

I'm seeing a lot of people saying how to balance thargoids since many say they are easy to combat and some people die very fast, since fully engineered ships can survive for 15mins plus without needing to run, but obviously ships of lower engineering capabilities or players of lower skill level might not be able to take them on so easily

This is a suggestion that helps with that, when the real threat comes simply base the hyperdictions and thargoid spawns based on the following:

Combat rank
Ship Piloted
Number of ships in wing
Amount of engineered modules (based on grade)
History of Violence against Thargoids

For example, A novice, cobra, with a couple of engineered modules in no wing might just be interdicted by 1 scout ship and scanned and left alone

Where as a Wing of 4 cutters, all Elite rank with all G5 grade modules would have 10-15 ships appear of various classes, including large motherships, and that would raise the aggression level and next time it might add another ship or two to the fray

Though it wouldn't clear up things perfectly, it would allow lower skilled players in less expensive ships to see the content without being obliterated. Obviously if the cobra pilot keeps attacking them, next time the thargoids would be hostile

So thargoids basically would target more experienced players more often, and leave the newer ones mostly alone as they are not worth the trouble
 
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I'm seeing a lot of people saying how to balance thargoids since many say they are easy to combat and some people die very fast, since fully engineered ships can survive for 15mins plus without needing to run, but obviously ships of lower engineering capabilities or players of lower skill level might not be able to take them on so easily

This is a suggestion that helps with that, when the real threat comes simply base the hyperdictions and thargoid spawns based on the following:

Combat rank
Ship Piloted
Number of ships in wing
Amount of engineered modules (based on grade)
History of Violence against Thargoids

For example, A novice, cobra, with a couple of engineered modules in no wing might just be interdicted by 1 scout ship and scanned and left alone

Where as a Wing of 4 cutters, all Elite rank with all G5 grade modules would have 10-15 ships appear of various classes, including large motherships

Though it wouldn't clear up things perfectly, it would allow lower skilled players in less expensive ships to see the content without being obliterated. Obviously if the cobra pilot keeps attacking them, next time the thargoids would be hostile

So thargoids basically would target more experienced players more often, and leave the newer ones mostly alone as they are not worth the trouble

Agree in general, but maybe should reflect engineered weapons and shields only. Why would an engineered FSD or life support, say, bring down the wrath of the Thargoids?
 
Has anyone killed one yet? ... if not I cant see how they are to easy for some



What I meant was, there are plenty of videos of people surviving a long time against them by easily avoiding their attacks, when weapons appear that can harm thargoids they are worried it will be too easy since they can already avoid them

And then some people are already saying they are too hard to avoid etc
 
What I meant was, there are plenty of videos of people surviving a long time against them by easily avoiding their attacks, when weapons appear that can harm thargoids they are worried it will be too easy since they can already avoid them

And then some people are already saying they are too hard to avoid etc

I see - I think people are jumping to conclusion. Theres no reason to think that when the weapons are released that the thargoids wont have some counter measures etc.
 
Please no.

They already scaled NPCs to player's rank and ship, and it's bloody awful. Feels like everyone in the universe is spying on me and rush to change ship as soon as I change mine. Mirror universe and scaled NPCs is extremely lame. That's why almost every decent game nowadays is abandoning this concept.

I want the game world to feel natural. want to face NPCs of any skill level and flying any kind of ship, regardless of my own ship and rank. The BGS should create NPCs, not my ranks or ships.
 
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Please no.

They already scaled NPCs to player's rank and ship, and it's bloody awful. Feels like everyone in the universe is spying on me and rush to change ship as soon as I change mine. Mirror universe and scaled NPCs is extremely lame. That's why almost every decent game nowadays is abandoning this concept.

I the game world to feel natural. want to face NPCs of any skill level and flying any kind of ship, regardless of my own ship and rank. The BGS should create NPCs, not my ranks or ships.

This commander concurs with the view above.
 
Getting the right kind of balance for combat across a very wide game like this is a bit cumbersome.

Personally, while I do like things scaled to my difficulty, I also like running into an opponent that makes me go 'Oh GOD no! Go go go go go!'

And it's part of the reason I build for speed. Strategically, the ability to dictate the engagement is more important than fighting it. (Logistics are King of course, but the ability to dictate the where and when of a fight goes a long way to remaining in control of your own logistics).


Kind of miss getting interdicted by an Anaconda, though I still clench my teeth when my Python meets a Federal Assault Ship or FDL.

"That's a LOT of laser."
 
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