Player HQ Defense needed?
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Player HQ Defense needed?
Hello,
I would like to do the main (Boron) Plot to get the plyer HQ for science and the inventory stash.
But there are a few things bugging me and I dont want to "ruin" my savegame.
Right now I am at a early stage of the game and I am not sure if I need a strong fleet to defend the HQ Station.
Can it be destroyed entierly by Xenon/Khaak/pirates?
Or does anyone know if i really need to defend the Station?
If so, in which extend? Do I need a few heavy fighters or are Minotaurus/Nemesis recommanded? Are Station Turrets enough?
I would like to do the main (Boron) Plot to get the plyer HQ for science and the inventory stash.
But there are a few things bugging me and I dont want to "ruin" my savegame.
Right now I am at a early stage of the game and I am not sure if I need a strong fleet to defend the HQ Station.
Can it be destroyed entierly by Xenon/Khaak/pirates?
Or does anyone know if i really need to defend the Station?
If so, in which extend? Do I need a few heavy fighters or are Minotaurus/Nemesis recommanded? Are Station Turrets enough?
Re: Player HQ Defense needed?
I've personally never had more than a few xenon, pirates or khaak. They didn't make a mark on the station at all, eventually MIN came and killed them. Key will be if you have other enemies that can get to it.
Re: Player HQ Defense needed?
My PHQ has not get attacked in a 5 day save. Still, the best defence afaik is defence modules in the station, but being so big I guess you have to scatter them through all 3 main sections, still.. it won't probably be attacked.
Re: Player HQ Defense needed?
grand exchange is probably the safest system in the game from real xenon incursions. Some small ships get in here and there. Basically: no, don't invest into defending it. The sector police are enough.
Re: Player HQ Defense needed?
You're good. It's only small ships. Plus, I wouldn't be surprised when the asteroid - the research core - is indestructible.
Re: Player HQ Defense needed?
those replys are helping me a lot.
I think I'll go for the Hub then.
Thank You!
I think I'll go for the Hub then.
Thank You!
Re: Player HQ Defense needed?
biggest problem i faced with nearly any station is scale plate pillagers. but 6-8 fighters guarding should be enough even if they send a destroyer.
Re: Player HQ Defense needed?
I usually assign the various fighters I acquire by making their pilots bail out to the PHQ.
A wing of half a dozen is waaayyyy enough to drive of the pirates/xenons/kha'ak strolling around. Plus you can always send them to the nearby MIN shipyard for the occasional repairs.
Defense drones are also a very good option. Two or three dozens should be enough to mop up anything that comes close.
After a while, when money/building materials are less tight, I add a few static defenses, and recuperate the ships for other sector patrol or escort operations.
But I never saw any credible threats in Grand Exchange.
A wing of half a dozen is waaayyyy enough to drive of the pirates/xenons/kha'ak strolling around. Plus you can always send them to the nearby MIN shipyard for the occasional repairs.
Defense drones are also a very good option. Two or three dozens should be enough to mop up anything that comes close.
After a while, when money/building materials are less tight, I add a few static defenses, and recuperate the ships for other sector patrol or escort operations.
But I never saw any credible threats in Grand Exchange.
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