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Cultist Staging Grounds


With Cultist activity becoming more and more noticeable in recent days, a new revelation has come to light. First in Manchester, and now in California, Cultist outposts and invasion carriers are making an appearance. Heavily armed and well defended, these staging grounds are a severe threat to all who are not looking for an early grave.

These hidden staging grounds indicate the beginning of a Cultist offensive, and while they are currently vulnerable, the longer they go unchallenged, the harder it is for standard life to continue in the systems they occupy.
[Image: RZ1aZFS.png]

The Concept


This is to give a different take on the way that the Cultist raids will be handled. Several systems have carefully been seeded with Cultist outposts and staging bases. While these bases are active, Cultist raids in that system and surrounding systems are far more likely to happen, over a system without a base nearby.

Once a Cultist base is discovered, it can be freely engaged as if it were a standard Cultist. Once the Cultist base is destroyed, a new derelicts location will be revealed, and information to finding it will be shared amongst the base attackers.

Additionally, Cultist events have shown two clear flaws. The drop system is in the advantage of whoever has the lowest ping and the highest b spam, and that players will either ignore ID completely to get rewards, or focus on killing off whoever is hostile to them before the cultists, resulting in drawn out events and players barred access to the system while it happens.

While we can not entirely correct either of these problems, we have already begun investigating alternative means, as well as altered rules for the duration of these events, to ensure that *everyone* can enjoy them to the fullest.


What This Changes


Cultist Npc's will occasionally appear in systems near an outpost.
Cultist Outposts will appear in well hidden spots.
The longer a Cultist outpost lives, the more well defended it becomes. A base thats been alive for one day is going to be more easily killed than a base thats been alive for 4 weeks.
The killing blow of a Cultist base will result in the last attacker of a base receiving information pertaining to the location of special Derelicts.
Rare, Unique and otherwise unobtainable commodities will begin to make an appearance, as well as standard sci-data and codename rewards.
This will be updated frequently.



Tier 1:
Nr.NameRegionSystemLocationStatus
01Cultist Invasion CarrierLibertyCaliforniaC7Destroyed
02Forgotten Cultist DepotUnknownUnknownUnknownDestroyed
03Cultist Stealth CarrierBorder WorldsAuverngeF/G 7Destroyed
04Cultist Planetary Reclamation CarrierNomad WorldsDrakeA4Destroyed
05Cultist Drone CarrierEdge WorldsOmicron RhoB2Destroyed
06Cultist Recon CarrierIndependent WorldsBeringB7Destroyed

Tier 2:
Nr.NameRegionSystemLocationStatus
01Cultist Assault CarrierEdge WorldsOmega 476BDestroyed
(04-24-2018, 09:14 PM)The Sovereign Wrote: [ -> ]The longer a Cultist outpost lives, the more well defended it becomes. A base thats been alive for one day is going to be more easily killed than a base thats been alive for 4 weeks.

Have you "copied" from here eh? Wink
Ooh, shiny.
Yes!

Yes and yes!!!

If bases persist for even more than a few hours, this'll give folks in less popular time zones the chance to hunt around systems looking for Cultist Npcs! I am A-OK with only finding a few units of Sci-Data at a time if it means I'll finally be able to get some! Loooove it!
Nope. Didn't even know that exists.
Rare, Unique and otherwise unobtainable commodities will begin to make an appearance.
Any details about these?
(04-24-2018, 09:26 PM)Nerva Regis Wrote: [ -> ]Rare, Unique and otherwise unobtainable commodities will begin to make an appearance.
Any details about these?

Yep. They're rare, unique, and otherwise unobtainable.
(04-24-2018, 09:25 PM)The Sovereign Wrote: [ -> ]Nope. Didn't even know that exists.

Ah.... do a check please. It's a mine suggestion.
.....ok then.
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