Previously on Star Theory…
[Did Dynamis become the Privateers?](< base_url >/index.php?/topic/21458-star-theory-did-dynamis-become-the-privateers/)
[Is Star Conflict set in the Warhammer 40,000 universe?](< base_url >/index.php?/topic/21718-star-theory-star-conflict-is-set-in-the-warhammer-40000-universe/)
[You Are All Living a Lie!](< base_url >/index.php?/topic/25104-star-theory-you-are-all-living-a-lie/)
[Biomorphs, Cybers and Blackwood, Oh My!](< base_url >/index.php?/topic/26124-star-theory-biomorphs-cybers-and-blackwood-oh-my/)
And now, from the creator of the increasingly inaccurately named Star Theory Trilogy…
What’s With All The Beacons?
Beacons. Specifically, Navigation Beacons. They are a part of our lives as Star Conflict pilots. Sometimes we’re sent to capture three of them and hold them for a set amount of time. Sometimes we’re sent to capture three of them and they have an annoying habit of only staying active for 70 seconds or so. Occasionally, experienced pilots will be given three beacons to defend while capturing three enemy beacons. But why?
Well, here at Star Theory we have literally spent minutes pondering this mystery, and after a quick pint down the pub we believe we’ve got the answer!
But before we reveal to you the answer, let me ask you a question - how many times have you died today? How many times in your career have you been shot down, only to suddenly return to the fray mere seconds later? Have you ever wondered why this happens?
The answer lies in the beacons. More than one pilot has noted that the ships we fly appear to be empty, and upon “death” the computer announces “comms link lost.” Do beacons explain this behaviour? They certainly do!
You see, our ships ARE empty! They are piloted by remote! These war machines are glorified drones, and you are the drone controller, sat safely out of the fight. Somewhere behind the lines there is a carrier filled with your ships - dozens, perhaps hundreds of fighters, interceptors and frigates ready to scramble at your order. As a pilot, you select the ships you feel are best for the mission at hand, mobilise a few squadrons of them and then launch them into battle one at a time. You control them via subspace beacons that transmit your inputs to the ship at almost incomprehensible speed. A signal is broadcast across a few million miles in milliseconds, meaning that your ship handles almost as well as it would if you were sat in the cockpit! Best of all, if your ship is lost you can immediately select a replacement, load it into the warp catapult and establish a new remote connection as it warps into the fight!
And yes, it is the beacons that do that - the very beacons we fight to control. Think about it - when your squad controls the beacons, the enemy team’s “health” depletes. Why is that? Because while your team is in control of the beacons, it is actively trying to sever the enemy team’s connection! Every time an enemy craft is destroyed a connection fails, and a suitably intelligent program, or an attentive script kiddy back behind the lines could use that information to spot vital clues in how the enemy squadron is connecting to the beacon, and sever the connection. When that doom clock hits 0, the enemy have totally lost all connection to their ships in the field, and you and yours can salvage the drifting craft for bonus swag!
But that’s ludicrous, right? I mean, why would you BOTH be using the exact same beacons to control your ships? Well, because you don’t own them! They’re neutral ground, used by lots of people to do their work! Think about it - with all those pirates and biomorphs flying around, wouldn’t you rather send a bot and mine remotely, or use an unmanned cargo barge? Those “neutral” beacons are public property and a part of the interstellar communication and transit network. Or to put it another way, ancient armies didn’t build their own personal road and rail networks - they used ones built by civilian governments!
Wait, I know, you’re still doubting this idea. After all, if these ships are all flying by remote and all it takes to knock them out is to hack a beacon, then why don’t the various powers come up with a way to fight without relying on these easily-captured beacons? The answer is that they have!
Capture the Beacons - the mission where both sides gets three Beacons - is one example of mercenaries being aggressive. These beacons are not neutral territory, and behave quite differently to the conventional beacons. Once they’re offline, they’re gone for good. Why would this happen when other beacons are much more stable? Because these are simpler models, more easily deployed onto the front line and then recovered after the fact. This kind of deployment is quite costly in resources though, hence why it is only done in higher tiers, in support of the most valuable attack squadrons.
Another, simpler solution is to use Nav Stations. We’re told that Nav Stations are primarily used to guide shipping, but it seems they also work nicely as a carrier for military control signals. Being resistant to hacking, they seem to be a nice alternative. However, this has caused mercenaries to resort to blowing them up a lot, so maybe they aren’t a good solution.
But both of these solutions have a glaring fault - they involve dropping static, and quite vulnerable objects close to the front lines. Is there any way to get around this? Oh yes! In fact, there’s a deliciously evil option! Build a beacon that can move and fight back! Yes, I’m of course referring to the warships sent on Combat Reconnaissance missions! These sophisticated ships are able to directly receive a command signal and fly without beacon assistance. So why don’t all ships do this? The answer is likely down to cost and technical limitations. We can infer that these “lone wolf” ships lack certain capabilities of their conventional counterparts. After all, the only time we ever see them deployed is as escort ships for a “Captain”. When the Captain is lost, the mission is aborted and no further reinforcements are dispatched. The remaining ships can fight on, but clearly the real prize is the Captain. What could be so special about them? Well, perhaps they are flesh and blood pilots? Perhaps they sport a sophisticated electronic warfare module allowing them to hack beacons, upload malware and install control interfaces for other battles? Whatever the explanation, Captains are clearly a massive investment of resources - hence why the deployment of a lone Captain warrants up to a dozen high-value escort dronecraft!
This just leaves one last question - where is the pilot? Are they sat on the command stations of Guardian-17, New Eden and Mendex? Nope! These stations are acting as holding bays for our ships, and likely have the resources to build replacement craft, but the pilots are safely elsewhere. These platforms are simply allowing us to pass our signals through them to control our ships. What makes me think that? Consider how we travel between stations. We can pay a transfer fee, we can pay someone in the black market (with GS) to transfer us, or we can transfer ourselves. Where else have we seen our dronecraft transfer control protocols? Beacons. In short, by docking with a station we are essentially hacking it!
Docking ships to “hack” stations? Really? Absolutely! We see it all the time in PvE! In Ellydium, when the “Cargo” ships successfully dock, all the station’s defenses shut down instantly! In Crimson Haze, we are fighting to stop the Cybers from docking. Why? Think about what you did just before - you knocked out their nav stations. With those offline, you can build your own cannons and blast the Cybers out of the sky! Yet the moment their ships dock the mission is over - they have your cannons and their systems are back online!
In fact, PvE does a lot to reinforce this idea. Look how many PvE missions follow the patterns we’ve established here.
Blackwood Shipyard - defend your nav stations to maintain control of your ships; eliminate enemy nav stations to deprive them of control; kill the “Captain” to utterly destroy the signal. Enemy ships immediately go into mass self-destruct when signal is lost.
Hidden Shipyard - knock out nav stations to deprive control, then two missions of disabling defenses so the ship can be “recaptured”. Note how the enemy waves get weaker by the third wave - by which time you’ve killed numerous enemy officers, suggesting they are running out of ships capable of piggy-backing their control signal!
Ice Reef - Disable the ship’s main batteries to allow safe approach to the beacons; capture the beacons to disable the majority of the enemy ships; wipe out the enemy command ship. All surviving enemies self destruct. Again, consistent with the idea that the beacons and captain are carrying the command signals!
Ellydium - Knock out power systems, then board the station with cargo ships to utterly destroy all defenses! Round 3 is against Aliens - an entirely different faction - but yet again when their command ship dies, so do its escort!
Crimson Haze - As mentioned, capturing nav beacons allows you to control the enemy defense platforms and turn their weapons against them!
Pirate Base - This is one of the most interesting to me. We disable key systems to shut down defenses, and yet again killing the enemy flagship is the death knell for the entire defense force. But what about that transport? What’s so important about that escort mission? Think how much the black market achieves for us - pirates have access to ships unavailable through official channels; they can get you “licences” that ensure higher pay; they can obtain you superior synergy, equating to better ships; they can ensure you are cleared to use vastly superior technology. In short, the Pirate Base raid is about stealing the kind of electronic warfare components that allow the black market to thrive, and perhaps even to perpetuate this hack-intensive warfare!
So for many of us, Star Conflict is just a glorified video game. In the 41st century, wars are fought remotely with drones and bots and hacking. In such a war, bandwidth is king, and so the Beacon is the shining centre of the entire conflict. He who controls the beacons controls the galaxy.
Of course, this is all just wild speculation, but I’m certain I’ll have irrefutable evidence shortly. I think we left it at the bottom of a pint of Guinness…
Next time on Star Theory: Beacons are powered by sweet rolls!