Here is a little background for those who have not heard about this topic.
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Story: Criminal NPC ships regularly travel to (spawn at) Resource Extraction Sites (RES). They seek to exploit hard working but poorly armed mining ships. The high number of criminals makes these sites a good place for player bounty hunters. This is an immersive game play element.
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There are three intensities of RES. They are Low, Regular, and High. The gist is that HIRES are more dangerous than regular RES are more dangerous than LORES. In exchange for the danger, HIRES offer better mining. I have read different things as to how these designations are actually implemented.
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I have read that HIRES generate higher ranking criminal NPC.
I have read that HIRES generate fewer authority NPC.
I have read that HIRES generate more criminal NPC at one time.
I have read that HIRES generate tougher criminal ships.
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I have not seen any of these to necessarily hold true. What I have witnessed is that all RES seem to have two modes, let’s call them Fun and Crap. In Fun mode, the RES generates challenging criminal NPCs to fight. There will be Pythons, FDS, and Clippers along with a smattering of smaller ships. In Crap mode, there are only smaller ships. The mode is chosen randomly when a player enters a RES and will not change until the player leaves. Moreover, the rate of Fun to Crap RES is about 1:10 in favor of Crap.
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A player can RESET the mode through two methods. Players can Supercruise out of the RES and back or they can exit to main menu then rejoin. Both of these methods are jarring to immersion.
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As a side note to RES RESET and the associated immersion breaking, I have also witnessed an odd player behavior with regards to ship loadouts. Players who bounty hunt try to avoid weapons that have ammo. Since the odds of getting a good RES are low, having to reload means leaving a good RES.
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My 2 cents: I think RES should operate much differently then they currently do. All ship types should be spawnable as criminal NPCs at a RES. The spawns should be randomized. Higher threat NPCs should be more likely to spawn in a higher intensity RES and vice versa at LORES.
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Story: Criminal NPC ships regularly travel to (spawn at) Resource Extraction Sites (RES). They seek to exploit hard working but poorly armed mining ships. The high number of criminals makes these sites a good place for player bounty hunters. This is an immersive game play element.
-
There are three intensities of RES. They are Low, Regular, and High. The gist is that HIRES are more dangerous than regular RES are more dangerous than LORES. In exchange for the danger, HIRES offer better mining. I have read different things as to how these designations are actually implemented.
-
I have read that HIRES generate higher ranking criminal NPC.
I have read that HIRES generate fewer authority NPC.
I have read that HIRES generate more criminal NPC at one time.
I have read that HIRES generate tougher criminal ships.
-
I have not seen any of these to necessarily hold true. What I have witnessed is that all RES seem to have two modes, let’s call them Fun and Crap. In Fun mode, the RES generates challenging criminal NPCs to fight. There will be Pythons, FDS, and Clippers along with a smattering of smaller ships. In Crap mode, there are only smaller ships. The mode is chosen randomly when a player enters a RES and will not change until the player leaves. Moreover, the rate of Fun to Crap RES is about 1:10 in favor of Crap.
-
A player can RESET the mode through two methods. Players can Supercruise out of the RES and back or they can exit to main menu then rejoin. Both of these methods are jarring to immersion.
-
As a side note to RES RESET and the associated immersion breaking, I have also witnessed an odd player behavior with regards to ship loadouts. Players who bounty hunt try to avoid weapons that have ammo. Since the odds of getting a good RES are low, having to reload means leaving a good RES.
-
My 2 cents: I think RES should operate much differently then they currently do. All ship types should be spawnable as criminal NPCs at a RES. The spawns should be randomized. Higher threat NPCs should be more likely to spawn in a higher intensity RES and vice versa at LORES.