Corporation ranks

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ganjanoof
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Corporation ranks

Post by ganjanoof » Thu, 24. Mar 11, 14:15

Hello,

I read in an excellent Excel summary "X2TC Stats Compendum" that the rewards for Corporation plots were dependent on your reputation. That's nice. I prefer bigger rewards so...
How do I improve my corp's rep' without starting the corp's plot ?
Just by trading with them ?

wathman00
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Post by wathman00 » Thu, 24. Mar 11, 14:25

Think you misunderstood the post. The rewards get progressively better as you do more missions for each corp. Each mission results in anywhere from a 5% to 25% reputation increase. Therefore, to get the best rewards for each corp you will need to do around 60 missions in total for each.

Lelouch
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Post by Lelouch » Thu, 24. Mar 11, 15:02

wathman00 wrote:Each mission results in anywhere from a 5% to 25% reputation increase. Therefore, to get the best rewards for each corp you will need to do around 60 missions in total for each.
To be a bit more precise:

50% for the first mission
5% for every mission until the first rank increase
15-25% for every mission afterwards

The missions don't time out. They stay forever until you have accepted them.

DO NOT FAIL A MISSION (either by running out of time after accepting it or failing otherwise) New mission won't be given and you broke the corporate plot.

Each corporation gives 3 rewards at specific rank levels. Most of these rewards can't be acquired otherwise.

Small spoiler regarding mission selection
Spoiler
Show
The type of the next mission (kill, defend, taxi, follow, supply) is chosen as soon as the current mission has been completed. The actual mission details are specified when the mission icon lits up.
At least in previous patches it is advisable to park a player ship at Duke's HQ in order to keep GOD from scrapping it. (Also defend HQ from being destroyed by Paranid military patrols.) Although the HQ respawns after a while, the representative does not - therefor no further missions possible. I don't know when/if this has been changed. The rank 10 reward is a pretty decent fighter-class ship with a somewhat uncommon missile loadout.

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Carlo the Curious
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Post by Carlo the Curious » Thu, 24. Mar 11, 15:07

Lelouch wrote:At least in previous patches it is advisable to park a player ship at Duke's HQ in order to keep GOD from scrapping it.
As far as I know, GoD has never deleted docks (which includes corp HQs) - they're only at risk from enemy action.

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Deadbeat_Spinn
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Post by Deadbeat_Spinn » Thu, 24. Mar 11, 15:39

Lelouch wrote:DO NOT FAIL A MISSION (either by running out of time after accepting it or failing otherwise) New mission won't be given and you broke the corporate plot.
You can fail a misson/s and still have a new one given if the prior mission didn't involve transporting a passenger. Though the passenger missions tend to be nice once in a while when it comes to aborting/failing and won't break. But it's a very rare occurance AFAIK.


And to back Carlo up, GoD doesn't remove Corp HQ's. Removing them would be like removing EQ's or shipyards and GoD doesn't play that mean.

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Post by Lelouch » Thu, 24. Mar 11, 15:52

Deadbeat_Spinn wrote:And to back Carlo up, GoD doesn't remove Corp HQ's. Removing them would be like removing EQ's or shipyards and GoD doesn't play that mean.
Very strange. I could have sworn that at least once has GOD deleted Duke's. I had a savegame where Dukes has disappeared and going though my earlier savegames did not show any enemy fleet in the surrounding sectors.

However even in case it was an enemy patrol it is still a good idea to park a ship there. This way a destroyed Duke'sHQ will show up in your message log. (Your ship .... has been destroyed.)


P.S.: Maybe it's patch related. I've spent quite a lot of time in patch 1.3.

wathman00
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Post by wathman00 » Thu, 24. Mar 11, 16:01

Another useful note, it doesn't hurt to abort a mission in most cases. I absolutely hate the missile delivery missions since I don't produce most missile types yet, and occasionally they ask for Disruptor missiles and those would take me probably a week to gather since I don't focus much on fighting right now. I always accept and abort those missions since I don't want to waste that much time.

Also, I've successfully aborted a Duke's mission for passenger transport in a TP that was too unreasonable. I wasn't about to pick up some guy, fly through the gauntlet of red ships, and safely dock within 6 minutes. You'd think that if they wanted to leave a "good impression" on their guest, they would make not blowing him up on the way to the station rank pretty high on the list.

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Post by Triaxx2 » Thu, 24. Mar 11, 17:15

Failing missions won't break them. It might have in earlier patches, and I think that Duke's still suffers from it, but only the destruction of the HQ will break it otherwise.
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Ripskar
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Post by Ripskar » Thu, 24. Mar 11, 19:21

wathman00 wrote:Another useful note, it doesn't hurt to abort a mission in most cases. I absolutely hate the missile delivery missions since I don't produce most missile types yet, and occasionally they ask for Disruptor missiles and those would take me probably a week to gather since I don't focus much on fighting right now. I always accept and abort those missions since I don't want to waste that much time.
For the Disruptor Missiles I've been collecting them from the Xenon Sectors, also works for the Rapier, Beluga and Hammerhead Missiles.
You don't have to massacre the Yaki yourself. :P

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Post by SIMON POPPLEWELL » Thu, 24. Mar 11, 19:31

Lelouch wrote: Very strange. I could have sworn that at least once has GOD deleted Duke's. I had a savegame where Dukes has disappeared and going though my earlier savegames did not show any enemy fleet in the surrounding sectors.
Nope, GoD don't remove them. It would have been destroyed by a Paranid military patrol. I think you will find they often have scouts out looking, once they find a hostile station a patrol jumps in and kills it then jumps out. I've seen this happen with a pirate station...

ganjanoof
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Post by ganjanoof » Thu, 24. Mar 11, 19:46

Hey, that's a thread hijacking :lol:

Well, thank you for warning me I must not quit a mission in the plot...

I am stuck now with an OTAS convoy having reached Otas HQ, and trying to dock. That stupid sitting duck has lost about 50% hull and is damn slow.
Whenever I shoot a pirate wave, the damn Magnetar won't succeed to dock before the next wave arrives.

I already shot 5 waves, and they still arrive... :o
Are the waves unlimited ? or is it just me not being patient ?

My buddy Pirate Eclipse took bad hull damage on this, I hope not in vain.

Triaxx2
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Post by Triaxx2 » Thu, 24. Mar 11, 19:59

TM's as the last bird are always annoying. What's happening is that his fighters are launching, which interrupts his docking and he starts over. The pirates die, and his fighters land. Interrupted docking. Ad nauseum.

I usually just cheat dock him at that point.

And yes, the waves are infinite.
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Carlo the Curious
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Post by Carlo the Curious » Thu, 24. Mar 11, 20:04

ganjanoof wrote:Are the waves unlimited ?
No - it depends on the mission difficulty (as far as I can tell from the code, anyway).
Last edited by Carlo the Curious on Thu, 24. Mar 11, 20:05, edited 1 time in total.

ganjanoof
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Post by ganjanoof » Thu, 24. Mar 11, 20:05

I think I'm about to ***Modified***.
Heck, on X3R I was a script junkie. I still am lol.

Thank you all for your replies.

EDIT : Infinite or not lol... I do not remember for sure, but think it was Hard (I play in french, might be another translation but means Hard, written in red).

EDIT 2 : the code never lies, m8 :lol:

ganjanoof
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Post by ganjanoof » Thu, 24. Mar 11, 21:37

*** SOLVED ***

You guys know what ? the X Universe is full or resources 8)

Just took my last savegame, and retreated some miles away with my buddy (before he took shots).

Then just sat & watched the poor TM got shot... except that the local security forces, eg a Military Boreas and a frigate decided to take care of the pirates. With their flak shots, the fighters of the TM were disintegrated aswell as those pesky pirate M5. So while Armageddon was happening, the duck eventually decided to go home.

Aftermath : having a sip and watching the game... Mission succeeded.

Thanks everyone, I will be careful next time. :D

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StarSword
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Post by StarSword » Thu, 24. Mar 11, 21:52

ganjanoof wrote:I am stuck now with an OTAS convoy having reached Otas HQ, and trying to dock. That stupid sitting duck has lost about 50% hull and is damn slow.
Whenever I shoot a pirate wave, the damn Magnetar won't succeed to dock before the next wave arrives.

I already shot 5 waves, and they still arrive... :o
Are the waves unlimited ? or is it just me not being patient ?
They will spawn infinitely until the mission is completed, by failure, abort or success.

But there's a perfectly good, mod-free way around the problem of the OTAS hiring mission. Quite simply, don't try to escort the ships.

To be more precise, as long as you are never in the same sector as the convoy, the pirates won't spawn. They only start to spawn when you enter the convoy's sector. Plus, the lack of collision detection OOS means they'll reach their destination quicker.

I failed this mission four times by doing the conventional escort in my Zephyrus. Later, after I'd upgraded to a Panther, I tried not trying (grammar police, don't shoot, I surrender :D), and succeeded at the mission.
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sjones25
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Post by sjones25 » Thu, 24. Mar 11, 22:08

You could try leaving the sector when the TM is about to dock, that way it can dock OOS, which is MUCH easier for the AI!

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