Bridging the Gap - Overview of Phases

These modules...
have the same stats and can be engineered, however they have bespoke synthesis recipes which allow you to change the ammo to do AX damage.
Wow Will this sounds pretty promising. A multi and Rocket with the ability to rearm with AX Ammo sounds like a great idea on paper. BUT the AX Multis and Dumbfires are VASTLY outclassed by guardian weapons but seeing as you can engineer them (assuming its the same as human weapons) a OC AX multi sounds like something that can give the Gauss a run for its money seeing how it has a much lower draw/heat (and no silly cap!) However do we have a idea on the Syth Required (ALSO PREMIUM AMMO AX :O ) for this ax refill? Can we get a discount on the materials or making even a basic refill cheep? Thargoids can be bullet sponges and I can really see this working in the AX conflict zones but it will be lots of refills for a full session of AX combat! Also seeing as you can't get the ammo in station and only your ship can make it all the more reason to make it a fair but low cost arming cost.
 
Wow Will this sounds pretty promising. A multi and Rocket with the ability to rearm with AX Ammo sounds like a great idea on paper. BUT the AX Multis and Dumbfires are VASTLY outclassed by guardian weapons but seeing as you can engineer them (assuming its the same as human weapons) a OC AX multi sounds like something that can give the Gauss a run for its money seeing how it has a much lower draw/heat (and no silly cap!) However do we have a idea on the Syth Required (ALSO PREMIUM AMMO AX :O ) for this ax refill? Can we get a discount on the materials or making even a basic refill cheep? Thargoids can be bullet sponges and I can really see this working in the AX conflict zones but it will be lots of refills for a full session of AX combat! Also seeing as you can't get the ammo in station and only your ship can make it all the more reason to make it a fair but low cost arming cost.
Agreed. I think the raw material requirements should be removed from the AX synth recipe.
 

Will Flanagan

Community Manager
Frontier
Hello, Will. Is there going to be more of a story(and lore) along with the upcoming phases? If not, this whole event seems a bit lackluster. This is kinda unrelated ,but is there an ETA when we will get the next set of bug fixes?
Each Interstellar Initiative will follow its own story, and within the various phases of the event, that story will unfold. In-game, there will be a series of GalNet articles throughout as well as in-game activities that represent elements of the Interstellar Initiative narratives.

Regarding the next set of bug fixes, we’re going to be rolling out a patch for those in the near future, and will confirm the date and time for that very soon!

So will engineering count toward the damage dealt by AX ammo?
Yep. Engineering these modules for increased damage will increase damage for all ammo types (basic and standard/AX). In terms of AX ammo: any damages bonus applied to module will be converted into AX damage.

Something to consider, Frontier, in case you haven’t already - ammo synthesis isn’t wildly popular among players, anecdotally. Those synthesis recipes look plenty expensive enough for a temporary benefit. These new weapons will need to be superior (with the special ammo) to Guardian weapons to be used by players - if they’re not more effective than using Gauss cannons, for example, nobody will use them, which would be a shame.
Thanks for the feedback! We’ve passed it on to the team.

However, it’s worth mentioning that Commanders can still use Gauss Cannons, these new modules have been designed to complement the existing Experimental Weapons used by Xeno-hunting pilots.

Oh has anyone else noticed that the Bridging The Gap decal is available in game now just by docking at the new outpost?
It is! You can go and get it by docking on the megaships, or at the Outpost, right now!
 
So far so good but I do have one question about ;-

Phase 3 (23 May)
  • As alluded to in our first Interstellar Initiative video, activity in this area is going to attract the attention of Segnen Exchange, who seek to gain control of the operation.
  • Conflict within Synuefe EN-H d11-96 is going to arise and there’ll be a call for Commanders to pick a side through a Conflict Zone Community Goal.
  • Zende Partners and Segnen Exchange are going to try and get you on their side, each offering to unlock a unique new module as a reward.
Are commanders restricted to pledging to one side for the entirety of the conflict, or will they be play both side one against another?
 
Are commanders restricted to pledging to one side for the entirety of the conflict, or will they be play both side one against another?

CZ let you pick the side before you start so you can pick any side at any time you enter the zone... you do not have to stick to a single side..
Once you start that zone you are supporting that side till the battle ends for that single battle... You then can enter another CZ and fight yet another battle for any side in the battle...
Each day is totalled and the side with the most battles wins win that day... the first to 4 days of wins. wins the hole war, over the 7 day time for the war once a side gets to 4 days the others have lost no matter how many days remain...
The BGS will be running the WAR even with out human players... but CG have worked of combat bonds not battle wins

Human players can take there combat bonds from both sides and in past CGs hand them in at the CG station to deside the CG..
just Incase will does not get around to it...
 
Based on other CG you could work for both.
Luckily this game doesn't have a bomb that destroys everything in vicinity (except Thargoid mother ships).
 
There were black markets in Synuefe EN-H d11-96 earlier but now, well, there aren't. Has some thieving pirate type managed to make off with them?
 
It's nice to see new content for the game, and new things that can enhance the gameplay. In this case, however, I'd really like the weapons to be gimballed (or maybe offer gimballed versions of the existing ones) so that people with less target accuracy can participate with higher hopes in thargoid fights (asking for a friend:D).

Also, by the title "Bridging the gap" I was hoping it meant placing transports between distant points in the galaxy and this would be only the beginning...
 
@Will...

Regarding Phase 3 of the initiative, I implore FD to address some game-breaking issues the CG will encounter if left idle....

Do not run this like conflict-CGs of old, that is, with a series of progress tiers/reward levels and visible progress of each side.

Historically, the outcome of conflict zone CGs have been decided on literally day 1, because people observe which side is winning, even by the smallest of margins (or probably more correctly, who hits Tier 1 rewards first) and then flood to that side. Further, Conflict Zone CGs have been decided based on total bonds handed in. Day-to-day, this does not reset, and the leading side on Day 1 will continue to have that advantage.

You have a perfectly-functioning war mechanic in the BGS already, and must force two sides to go to conflict under BGS conditions anyway, so use that. The advantages are:
  • Results are decided and progress reset day-to-day, giving the opposing side a real chance to recover after a "bad day 1"
  • It's more reflective of real war contributions; that is, clearing conflict zones and resolving scenarios, not just handing in bonds.
Towards that end, do the following:
  • If you have to have tier progression for increasing rewards, hide them from the player.
  • Further to that, the only information available to the player once joining a side should be their position within that CG, e.g "Top 10% of commanders", so they at least have some understanding of their contributions.
  • If you do nothing else, for the love of all that is holy, FIX THIS GAME-BREAKING ISSUE, or at least address it beforehand by giving Segnen Exchange an asset in the designated CG system, or host it from a station held by a neutral third-party, where players supporting Segnen Exchange can submit bonds. If you stick with the old "progress measured by number of bonds submitted" and don't address this, and the CG is hosted from a Zende Partners station,a halfway through the conflict players supporting Segnen Exchange will be locked out of being able to submit bonds and progress in support of Segnen Exchange will be halted.
I cannot emphasise this last point enough; THIS ISSUE WILL RENDER PLAYERS UNABLE TO SUPPORT SEGNEN EXCHANGE IF NOT ADDRESSED.

I have pre-emptively reported the bug here: https://issues.frontierstore.net/issue-detail/1842
 
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These modules...
have the same stats and can be engineered, however they have bespoke synthesis recipes which allow you to change the ammo to do AX damage.
So a whole month of the already dull CGs for modules that already exist just to be able to synth them with AX ammo? Even for a copy and paste thing this is a little too less of content. Still no reason to log on then, hurry please for 2020.
 
@Jmanis
Since this CG will have different rewards (MC vs missile) I'm pretty sure that's what will decide which faction players will support and lore reasons won't matter much. So maybe the "band-wagoning" won't be that much of a problem for this one.
 
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