Dear FD, if you're going to make us scoop up cargo individually....

...you need to get rid of the self-destruct timers on dropped cargo.

As a pirate, some fights last longer than others and by the time I finish killing/chasing them off and starting scooping up cargo (which is now all over space) some of them have self-destructed already.

This is frustrating to say the least and hinders effective pirating. There should be no reason for dropped cargo to self destruct.
 
The concept doesn't even make sense. "This coltan exists in the vacuum of space, which is where we get it, but once it's in this flimsy canister we for some reason didn't design to exist in the vacuum of space because we're terrible engineers, it'll explode or something. In short, we need to get rid of these canisters for the same reason power-ups in old NES games need to vanish off-screen after a while. Can't have stuff around for more than a few minutes!"
 
I can see why they do it. Cmdr doesn't want it falling into wrong hands and so activate auto district, if he wins fight he can retrieve it. If not it blows up. Makes sense to me.
 
The reason this was done was because of latency concerns I believe. Back in Alpha when all cargo you were carrying ejected on destruction it was quite a mess around stations (picture hundreds of canisters just sitting there and not going away).

I'd rather see the canisters float away at whatever direction and velocity their original expulsion created rather than just stopping after moving around 250-500m.

Kill faster and scoop quicker. It gets easier with practice.
 
It's there to put you in a dilemma, do you go for the kill or grab the booty. If your playing as a pirate, shouldn't it all be about that booty? ;)

Also there were many instances in the alpha where some players would dump hundreds of cargo canisters around stations which would totally mess up your scanner and make the game chug. Timers were introduced to counter this.

Don't worry though, once you get better at killing things, you'll have more time for the booty! :D

Merry Xmas.
 
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...you need to get rid of the self-destruct timers on dropped cargo.

As a pirate, some fights last longer than others and by the time I finish killing/chasing them off and starting scooping up cargo (which is now all over space) some of them have self-destructed already.

This is frustrating to say the least and hinders effective pirating. There should be no reason for dropped cargo to self destruct.

Ya it's kind of annoying, I just wait till I get the ship down to 10-15% hull and then I hatch break him. Once he's done dropping everything I finish him off. I find the Authorities showing up mid fight to be more annoying.
 

Lestat

Banned
I fine with self destruct. Food good and weak cargo after a hatch breaks. That fine.

My idea is to have it auto target the next nearest Cargo and move that message away from the cargo radar. So it easier for us to scoop the next ore or cargo.
 
For me timers are enough, just dont focus all the time on your main target - e.g: "he dropped something? switch target to the cargo in space, check if it is valuable enough, if so, scoop it immediatelly, if not, shoot it down to clean scanner". It may look hard to do the thinks that way, but its more fun :).
 
Most of the time cargo exists in a player instance, so it shouldn't cause a latency issue. Places where this is a concern are almost always around stations, and you'd think the local authorities would go out of their way to clean up any stray debris that's cluttering up their traffic lanes. With lasers. :D
 
I can see why they do it. Cmdr doesn't want it falling into wrong hands and so activate auto district, if he wins fight he can retrieve it. If not it blows up. Makes sense to me.

Yeah I can see how an asteroid would feel the same about the chunks being blown off it. Makes perfect sense.... not.
 
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