Player HQ Defense needed?

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Morphix
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Joined: Wed, 15. Jun 11, 17:53
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Player HQ Defense needed?

Post by Morphix » Sun, 17. May 20, 14:03

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?

Rastuasi
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Re: Player HQ Defense needed?

Post by Rastuasi » Sun, 17. May 20, 14:55

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.

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ezra-r
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Re: Player HQ Defense needed?

Post by ezra-r » Sun, 17. May 20, 14:56

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.

zakaluka
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Joined: Sat, 16. Nov 13, 19:47

Re: Player HQ Defense needed?

Post by zakaluka » Mon, 18. May 20, 06:53

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.

paraskous
Posts: 585
Joined: Wed, 25. Apr 07, 13:42
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Re: Player HQ Defense needed?

Post by paraskous » Mon, 18. May 20, 13:12

You're good. It's only small ships. Plus, I wouldn't be surprised when the asteroid - the research core - is indestructible.

Morphix
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Joined: Wed, 15. Jun 11, 17:53
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Re: Player HQ Defense needed?

Post by Morphix » Mon, 18. May 20, 20:45

those replys are helping me a lot.

I think I'll go for the Hub then.

Thank You!

Arralis
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Re: Player HQ Defense needed?

Post by Arralis » Tue, 19. May 20, 04:44

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.

Ezarkal
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Re: Player HQ Defense needed?

Post by Ezarkal » Tue, 19. May 20, 23:02

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.
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.

Some people never develop beyond this stage.

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