All your Jump Beacon are belong to me!

General discussion about X³: Farnham's Legacy.

Moderators: Moderators for English X Forum, Moderators for the X3:FL Forums

Ramdat
Posts: 111
Joined: Sun, 1. Jun 14, 02:53
x3ap

Re: All your Jump Beacon are belong to me!

Post by Ramdat » Thu, 24. Jun 21, 20:14

I don't think it's too farfetched that 1000 years in the future, in a universe with canon advanced artificial general intelligence, spaceships have some type of failsafe mechanism to protect itself in the case of a hostile takeover. This would be doubly true for Xenon, since each of their ships are mechanical bodies for an AI consciousness.

ZAG37iNT
Posts: 14
Joined: Sat, 21. Sep 13, 18:42
x3ap

Re: All your Jump Beacon are belong to me!

Post by ZAG37iNT » Fri, 25. Jun 21, 00:06

shameless creature wrote:
Thu, 24. Jun 21, 17:43
Midnightknight wrote:
Thu, 24. Jun 21, 08:42
For the core hacking death no need for the ships to be xenon. Try on any ship your marines could clean the whole ship, if they fail to hack the core at the very end they almost all dies, even if they killed everyone inside.
Xenon capitals have a special mechanic which causes all Marines to die instantly if fewer than 16 reach the computer core (at least in AP).

Non-Xenon ships can be hacked by just 1 or 2 surviving Marines, depending on their hacking skill and the target's hacking resistance. And if they fail to hack the core, they are ejected from the ship instead of dying instantly.
Yep, at least in x3 AP for boarding m1/2 Xenon ships you need keep full each deck of the ship (step in the boarding mission) with a full 5/5 stats marines, for this reason you need send 5 full boardings pods around each 5 or 10 secons (or any as you estimate) after the first gorup of marines landing in the hull, naturally before star the boarding mision you need roast all the internal equipments/improves (the equiped weapons are impossible to destroy) of the ship, i recomend a full equiped ion disruptor Argon Griffon Raider for this step, also you need find the blind point of the ship, for the xenon I at least in ap, is down the ship, very close to central red core, on the other hand the otas Sirokos is hight recomended cause he can carry 50 marines, and as you can imagine this is a very hight cost marine mision, around only 20 or less marines full 5/5 stats will survive from those 50 what can carry the sirikos.

i can imagine :twisted: if the ship have equiped the CBS is best destroy it an search other whitout the CBS, otherwise the boarding mission is impossible.

(sorry for my bad english)

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22201
Joined: Sun, 14. Nov 04, 23:26
x4

Re: All your Jump Beacon are belong to me!

Post by Cycrow » Fri, 25. Jun 21, 00:20

shameless creature wrote:
Thu, 24. Jun 21, 17:43
Xenon capitals have a special mechanic which causes all Marines to die instantly if fewer than 16 reach the computer core (at least in AP).
This is not quite right.
The mechanic for the final fight is the same for all ships, including Xenon

After the last deck it simply compares the remaining attack skill against the remaining defence skill to see who the winner is.

This difference with Xenon ships is how this defence rating is calculated.
With normal ships it's the base defence of the ship plus the combine fighting skills of all remaining defending marines.
So the amount of marines you need at the end depends how many defenders have survived

Xenon ships don't have marines and instead has a fixed defence skill based on the normal marine capacity. For a 20 marine ship this means a skill of 1600 or 16x100 fighting marines

Jimmy C
Posts: 1131
Joined: Tue, 17. Jul 12, 02:50
x3tc

Re: All your Jump Beacon are belong to me!

Post by Jimmy C » Fri, 25. Jun 21, 06:35

ZAG37iNT wrote:
Fri, 25. Jun 21, 00:06

i can imagine :twisted: if the ship have equiped the CBS is best destroy it an search other whitout the CBS, otherwise the boarding mission is impossible.
Given the rarity of Jump Beacons, finding another ship isn't an option. In a game, if the only ship that has a beacon is a Terran RRF that has CBS, Hull Polarization and Advanced Firewall, we need a way to defeat that, or the ship is uncapturable.

User avatar
Wou
Posts: 471
Joined: Tue, 25. Jan 05, 21:58
x4

Re: All your Jump Beacon are belong to me!

Post by Wou » Fri, 25. Jun 21, 14:07

If, hypothetically speaking, some small ship would bump into an existing jump beacon over and over again slowly pushing it forward until such beacon has reached the jumpgate, and then into such gate, then would such hypothetical jump beacon appear on the other side of the gate in a different sector? Would it still work?
Asking for a friend :roll:
Image

Jimmy C
Posts: 1131
Joined: Tue, 17. Jul 12, 02:50
x3tc

Re: All your Jump Beacon are belong to me!

Post by Jimmy C » Fri, 25. Jun 21, 16:50

If it's your own beacon, your ship will collect it. If you bump into someone else's beacon, it won't move and you'll damage it (its shields to begin with) that will cause its escorting lasertower to go hostile to you and begin turning to attack you. I suggest making an immediate jump that instant.

Hwitvlf
Posts: 484
Joined: Tue, 13. Apr 21, 21:36

Re: All your Jump Beacon are belong to me!

Post by Hwitvlf » Fri, 25. Jun 21, 17:55

Novvak wrote:
Thu, 24. Jun 21, 08:58
Maybe GLADOS is every ship's core :lol:
Exactly! :D
Cycrow wrote:
Fri, 25. Jun 21, 00:20
Xenon ships don't have marines and instead has a fixed defence skill based on the normal marine capacity. For a 20 marine ship this means a skill of 1600 or 16x100 fighting marines
That explains a lot. I was recently boarding a J and had it auto-fail before the Hacking stage with 20 marines, but I think the reinforcements I sent didn't have maxed out fighting skills so the boarding party's overall fighting skill may have been low.

I was able to board a ship with a beacon - barely. The boarding pods landed right before it jumped and the marines barely got through the hull before the shields fried them. The Rapid Response ship was fairly damaged, so while the boarding was in progress, it docked at a shipyard and repaired itself - probably the only reason it didn't get destroyed after it switched to my possession. I sent 21 maxed marines in and only 18 came back...she said she was hit...but would be okay...I guess she was wrong :wink:

User avatar
Wou
Posts: 471
Joined: Tue, 25. Jan 05, 21:58
x4

Re: All your Jump Beacon are belong to me!

Post by Wou » Fri, 25. Jun 21, 18:18

Jimmy C wrote:
Fri, 25. Jun 21, 16:50
If it's your own beacon, your ship will collect it. If you bump into someone else's beacon, it won't move and you'll damage it (its shields to begin with) that will cause its escorting lasertower to go hostile to you and begin turning to attack you. I suggest making an immediate jump that instant.
I tried that, the beacon does move if you bump it slowly, preferably with something small like a fighter I guess. And the turret didn't go hostile and even if it did, oh well, accidents happen, sometimes a capital ship just rams a thing or two, that's just how it is.
And also the beacon can be repaired with the suit laser. But still it would take ages to bump into a gate, so I'm just curious if it actually reaches it, would it go through?
Image

Hwitvlf
Posts: 484
Joined: Tue, 13. Apr 21, 21:36

Re: All your Jump Beacon are belong to me!

Post by Hwitvlf » Fri, 25. Jun 21, 19:14

Any chance a tractor beam will attach to a beacon?

I don't think a beacon could be forced through a gate as NPC ships which are not intending to travel, can fly through the gate without going anywhere. I think transit requires an NPC ship to be intending to travel. Still, try it and see! It would be cool if it worked. 8)

Edit: A Boron beacon had respawned around 2km from a gate in my game so I tried it myself. The spacesuit seems to be ideal for moving NPC beacons as it doesn't receive/give damage from the bump. I even glitched inside the beacon while using SETA, making it a huge space-hamster-ball. It doesn't warp through the gate. It just continued straight but I warped to the next sector. Still, a handy technique for moving NPC beacons nearer to a complex!
Image

User avatar
Wou
Posts: 471
Joined: Tue, 25. Jan 05, 21:58
x4

Re: All your Jump Beacon are belong to me!

Post by Wou » Fri, 25. Jun 21, 21:37

Hwitvlf wrote:
Fri, 25. Jun 21, 19:14
Any chance a tractor beam will attach to a beacon?

I don't think a beacon could be forced through a gate as NPC ships which are not intending to travel, can fly through the gate without going anywhere. I think transit requires an NPC ship to be intending to travel. Still, try it and see! It would be cool if it worked. 8)

Edit: A Boron beacon had respawned around 2km from a gate in my game so I tried it myself. The spacesuit seems to be ideal for moving NPC beacons as it doesn't receive/give damage from the bump. I even glitched inside the beacon while using SETA, making it a huge space-hamster-ball. It doesn't warp through the gate. It just continued straight but I warped to the next sector. Still, a handy technique for moving NPC beacons nearer to a complex!
Image
Just did the same, pushing the beacon gently with my Kea then repairing it when needed. Same result, won't go through a gate. Oh well, was worth a try.
Image

Snafu_X3
Posts: 4472
Joined: Wed, 28. Jan 09, 15:14
x3tc

Re: All your Jump Beacon are belong to me!

Post by Snafu_X3 » Fri, 25. Jun 21, 21:44

Wou wrote:
Fri, 25. Jun 21, 18:18
I tried that, the beacon does move if you bump it slowly, [...]
And also the beacon can be repaired with the suit laser. But still it would take ages to bump into a gate, so I'm just curious if it actually reaches it, would it go through?
Nice idea, but I expect not.. for the same reason you can't tow/bump unowned ships, asteroids etc thru gates :(

However, I'm curious: can you use the cagobay hacker despite the shielding (or burn it off with a remote ship using IonDs while hacking) to steal a ship's cargo of its JB? (sorry if this has already been answered above or elsewhere)
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.

I know how to spell teladiuminumiumium, I just don't know when to stop!

Dom (Wiki Moderator) 8-) DxDiag

User avatar
Wou
Posts: 471
Joined: Tue, 25. Jan 05, 21:58
x4

Re: All your Jump Beacon are belong to me!

Post by Wou » Fri, 25. Jun 21, 22:49

Snafu_X3 wrote:
Fri, 25. Jun 21, 21:44
However, I'm curious: can you use the cagobay hacker despite the shielding (or burn it off with a remote ship using IonDs while hacking) to steal a ship's cargo of its JB? (sorry if this has already been answered above or elsewhere)
I think the cargobay shielding is just plain unbeatable. You may bring down the ship down to 1% hull, but everything aboard will still be unscratched.
Or am I wrong?
Image

Jimmy C
Posts: 1131
Joined: Tue, 17. Jul 12, 02:50
x3tc

Re: All your Jump Beacon are belong to me!

Post by Jimmy C » Fri, 25. Jun 21, 22:51

Snafu_X3 wrote:
Fri, 25. Jun 21, 21:44

However, I'm curious: can you use the cagobay hacker despite the shielding (or burn it off with a remote ship using IonDs while hacking) to steal a ship's cargo of its JB? (sorry if this has already been answered above or elsewhere)
The purpose of the shielding is to negate the cargobay hacker and equipment damage. Which means you can't steal the item or break the equipment protecting it. It's why I keep asking about ways to negate it for boarding Terran ships.

Snafu_X3
Posts: 4472
Joined: Wed, 28. Jan 09, 15:14
x3tc

Re: All your Jump Beacon are belong to me!

Post by Snafu_X3 » Fri, 25. Jun 21, 23:38

Hmm.. so the 'best' method might be a long slog with (eg) IRE fire (to cause lots of (minimal) hull dmg instances & hence random destruction of internals), yes?
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.

I know how to spell teladiuminumiumium, I just don't know when to stop!

Dom (Wiki Moderator) 8-) DxDiag

User avatar
Wou
Posts: 471
Joined: Tue, 25. Jan 05, 21:58
x4

Re: All your Jump Beacon are belong to me!

Post by Wou » Fri, 25. Jun 21, 23:55

Snafu_X3 wrote:
Fri, 25. Jun 21, 23:38
Hmm.. so the 'best' method might be a long slog with (eg) IRE fire (to cause lots of (minimal) hull dmg instances & hence random destruction of internals), yes?
yeah, but is there a chance at all? Or is it totally invincible no matter what you throw at it
Image

Snafu_X3
Posts: 4472
Joined: Wed, 28. Jan 09, 15:14
x3tc

Re: All your Jump Beacon are belong to me!

Post by Snafu_X3 » Mon, 28. Jun 21, 00:23

Wou wrote:
Fri, 25. Jun 21, 23:55
yeah, but is there a chance at all? Or is it totally invincible no matter what you throw at it
No idea, sry; however on second thoughts PBEs /may/ do better than IREs due to their faster fire rate, tho their increased hull dmg (even tho minimal) should be watched carefully..
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.

I know how to spell teladiuminumiumium, I just don't know when to stop!

Dom (Wiki Moderator) 8-) DxDiag

Hwitvlf
Posts: 484
Joined: Tue, 13. Apr 21, 21:36

Re: All your Jump Beacon are belong to me!

Post by Hwitvlf » Mon, 28. Jun 21, 03:42

Cargo Bay shielding offers complete immunity to equipment damage as far as I can tell. I've taken capitals down top 12% hull with PBEs and didn't see any equipment loss.

If I see a Terran capital with protection equipment, I'll try to board it without frying anything and see if it works in FL.

Artificial
Posts: 41
Joined: Mon, 17. May 21, 13:57

Re: All your Jump Beacon are belong to me!

Post by Artificial » Mon, 28. Jun 21, 06:58

After 1.2 update some of rapid response ships spawns with builded-in CBS while some started to spawn without. I think, devs planned to completely remove that module from Rapid Response groups, but not finished that they started to do because not found all "tails".

Btw, after 1.2 it feels like some ships behaviour logic became broken for some ships a bit - M7D that devs added keep to became "freeze" time-to-time, partically (with awakaning time-to-time), or completely. Same problem for some M6 and TMs - for me it feels like 20% of universe just decided to stop. And M7Ms started to fly without missiles (while M8 hasn't that issue). Anybody have recipe how it might to be fixed? Killing half of galaxy not looks like adequate solution, and I not sure that it will help.

Midnightknight
Posts: 418
Joined: Sat, 12. Jun 10, 11:49
x4

Re: All your Jump Beacon are belong to me!

Post by Midnightknight » Mon, 28. Jun 21, 09:40

Not sure killing them will solve the issue, i killed or made many of those ships killed and there are still as many around. So might be my bad luck but i don't think the new spawned ships are spared by this illness. I have also a salvager Chokaro that freeze a lot, it sees those mosquito missiles somewhere, jumps to them and freeze in front without ever collecting them. Sometime it freeze after collecting the wares, sometime it doesn't freeze and sometime he freeze before. Looks really random to me. But it seem it happens a lot more when ships are trying to resuply.

Artificial
Posts: 41
Joined: Mon, 17. May 21, 13:57

Re: All your Jump Beacon are belong to me!

Post by Artificial » Mon, 28. Jun 21, 11:00

Yeah, issue escalating. I recently found that even after being killed and replaced ships most of ships keeps to doing nothing. Few hours ago traveled thru Bala Gi's Joy and found sector overfilled with pirate M6s that did literally nothing. All M7D (except Yaki's) keeps to "afk" in the same systems or around that systems where they was killed/captured before. I literally facepalmed when in replacement for argon's M7D that forgot something in sector Eighteen Billion and was captured and destroyed by reverse engineering jumped another Gryphon and standed to "afk" in 2 or 3 kilometers from previoust one's position.

Also, found another weird thing - my ships started to forget tasks assigned to them. For example, Ocelot that I captured in first hours of game after command jump to me sometimes stops to do anything after finishing jump (it fixing with repeating command, but still). Also, I found that captured yaki's M7D that wasn't "afk" keeps to reset mouse control mode.

It feels that I should stop to play the game before (if) devs will make update fixing that bugs because it looks like game will collaps into "afking" soon if I will keep to play.

Post Reply

Return to “X³: Farnham's Legacy”