You can damage the Rapid Response Fleet ships to the point where the cargobay shielding gets destroyed, then apologize for weapons fire and use the cargobay hacker. I highly recommend plasma beam cannons for this task

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You can damage the Rapid Response Fleet ships to the point where the cargobay shielding gets destroyed, then apologize for weapons fire and use the cargobay hacker. I highly recommend plasma beam cannons for this task
They also made the jump beacon un-obtainable in a new game.
So in my latest play through, I no longer have a Q camping me. In fact, my first try there was a Q in about 2 dozen sectors during my exploration.jduato wrote: ↑Tue, 8. Jun 21, 13:21
I understand your frustration as I had to start over again. Some people recommend moving the PHQ but you may lack the credits early in the game. So, this is what I did to make progress until I am ready to face the Xenon threat:
1) Set the Xenon Hub to disable trading with NPC ships. Bring 20.000 energy cells to the Hub. You should be able to afford this quite early.
2) Use your fast M5 (Disco, Kestrel) to explore the X universe, going directly to the south west and to the north west (in any order).
3) Once you discovered the uper and lower west sectors, realign the Hub gates so as to keep the Holy Vision + Void access, and replacing the other two connections with one in the north west corner and another one in the south west corner of the map, both located more than 10 jumps from both Xenon sector 101 and Xenon sector 472.
I did so, and no more Xenon ships neither in the PHQ nor in the Xenon Hub.
BrigandPhantos77 wrote: ↑Fri, 2. Jul 21, 13:09 Oh, and I have a question. Why does the game throw an M7 to "retrieve / return" at you thinking you can dock it at a Silicon Mine to turn it in?
In AP, if it was too large to dock with the target station, the turned over ship will head towards the nearest gate and be removed from the gate after transiting. But yeah, until then it's a free opportunity for a second boarding. Just remember to use spacewalk boarding to save on pods.
You can still aquire them though after 1.2 from RRF ships, just takes more effort/time.BrigandPhantos77 wrote: ↑Fri, 2. Jul 21, 12:57They also made the jump beacon un-obtainable in a new game.
They have cargo bay shielding though.Chull wrote: ↑Sun, 4. Jul 21, 11:56You can still aquire them though after 1.2 from RRF ships, just takes more effort/time.BrigandPhantos77 wrote: ↑Fri, 2. Jul 21, 12:57They also made the jump beacon un-obtainable in a new game.
Every Rapid Response ship that I have seen with a Jump Beacon had Cargo Bay Shielding, but not all of them do. There's at least one post saying they found a Beacon on a Response ship which didn't have Shielding and acquired it with the Cargo Bay Hacker. I'm guessing the odds are low, but possible.
Guess it may have spawned in the game before the patches? Wonder if there is a random chance for every RR ship to have one, or there is a set number of them in the universe, or maybe if the few that are already in got destroyed then you're out of luck.Hwitvlf wrote: ↑Tue, 6. Jul 21, 23:51Every Rapid Response ship that I have seen with a Jump Beacon had Cargo Bay Shielding, but not all of them do. There's at least one post saying they found a Beacon on a Response ship which didn't have Shielding and acquired it with the Cargo Bay Hacker. I'm guessing the odds are low, but possible.
It works even better if you do it with Phased Shockwave Generators, in my game the equipment docks in those two sectors had 2 each and they have a capacity of 4 so you can steal up to 3. You get 2 straight away and the third a few seconds later, I was using the TP I got as part of the plot to do this. Because my normal means of getting credits (station protection and construction) were no longer viable the only means left was personnel transport. A decent fare at the start can get 250-500k, if they don't insist on using a TP class ship. In AP it would specify in the mission description if you HAD to use one, in FL it doesn't because most of the ones that don't say in the description still won't get in anything but.ranzolger wrote: ↑Thu, 8. Jul 21, 10:31 Another easy way for some money (may include some save & load):
Head to an equipment dock with 2 tractor beams in stock.
Use cargo bay hack to steal one of them.
Dock and sell for >700k.
Repeat.
As tractor beams are 'S' sized wares you can use any ship and its unlikely to be detected. If you steal both at the same time you may increase detection rate, see here.
Recommended sectors: third redemption and perditions end.
Do TPs still need cargo life support system or is it redundant on those ships? Thanks to the dynamic rep pirate bases are now only letting me dock but won't let me buy the CLS.
Passenger Transports have life support built in. CLS is also available at:Sovereign01 wrote: ↑Fri, 23. Jul 21, 16:50 Do TPs still need cargo life support system or is it redundant on those ships? Thanks to the dynamic rep pirate bases are now only letting me dock but won't let me buy the CLS.