Patch Notes Update 2.2.02 Update

Not quite. You will still be attacked by System Security ships after the scan, just not instantly killed by the station itself... which I know was occurring because it happened to me once. You should also now know for sure beforehand if one of your passengers is wanted so you'll know to try and avoid the scan.

Sys auth ships have been useless since 2014 at bringing actual consequences to criminals around stations. Stations are the only thing that can actually bring death to a player in this game if that player isn't doing everything they can to die in the most stupid manner.
 
Can't see a word about fixing performance and stuttering issues introduced in 2.2.
Looks like game still will be unplayable, so I'm going to skip this one and wait for 2.2.03
 
Hmmm... can't upgrade. Keep on having validation errors such as this. Anyone else had the same?

14ceck7.jpg
 
Sys auth ships have been useless since 2014 at bringing actual consequences to criminals around stations. Stations are the only thing that can actually bring death to a player in this game if that player isn't doing everything they can to die in the most stupid manner.

Are you saying you think someone should be instantly killed by a station for carrying a criminal (that you didn't know was a criminal)? At least now it should be clearer that you're carrying a criminal. Perhaps the answer should have been to tone down the station weapons a tad rather than turn them off altogether? Is this what you're getting at?
 
- Stop the station from responding to crimes of the Passenger Wanted type
- Stop the ThankYouPassedStopAndSearch chatter line from playing when scanned by police while carrying an illegal passenger as they're about to start attacking
- Added a text line explaining more clearly the risk of carrying criminals
- If you have an illegal passenger, call this out in the status line. Only "Wanted" status trumps this

So do I get this right:

* Passenger missions will still sometimes lie about them being legal (omitting the "this person is a criminal" line).
* When they do show you that line, it explains the consequences better now.
* When the passenger is wanted in the local jurisdiction, it shows this in the same place in the HUD where it would show "Wanted", "Speeding", "Illicit cargo" etc. for yourself. If they are only wanted at the destination and the mission lied about it, you will only find this out once you arrive there.
* Stations won't attack you for being found with a criminal passenger, but police ships will.

All of that sounds reasonable except for the first point. It's a bit as if a "transport this tea to station X" mission randomly decided that the tea is actually me, Dio drugs that are illegal at the destination, and if you don't want to, for whatever reason, be complicit in the act, (for example you don't have a ship well-equipped for the task; have fun getting into a starport unscanned in something as inconspicious as a Beluga) the only option is to abandon the mission before the police scan you - i.e. the moment you arrive in the vicinity of the destination starport/outpost/planetary port where they are (surprise!) wanted.

:(
 

Avago Earo

Banned
Are you saying you think someone should be instantly killed by a station for carrying a criminal (that you didn't know was a criminal)? At least now it should be clearer that you're carrying a criminal. Perhaps the answer should have been to tone down the station weapons a tad rather than turn them off altogether? Is this what you're getting at?

I think Jukelo was referring to the security ships being ineffective, thereby the only real dangerous response is from the Station itself.
 
Are you saying you think someone should be instantly killed by a station for carrying a criminal (that you didn't know was a criminal)? At least now it should be clearer that you're carrying a criminal. Perhaps the answer should have been to tone down the station weapons a tad rather than turn them off altogether? Is this what you're getting at?

The answer should be that the mission shouldn't lie about it, just as with legal cargo vs smuggling missions, you know whether it is a dirty job or a regular contract before you even hit "accept".
 
On the Journal Can You please insert the system influence level of the Controlling faction on the arrived at system event and the station controlling faction influence level in the docking event ????
Pretty please ... i'm not asking for all Factions Influence levels just one Influence level per event !
 
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Robert Maynard

Volunteer Moderator
Hmmm... can't upgrade. Keep on having validation errors such as this. Anyone else had the same?

http://i66.tinypic.com/14ceck7.jpg

Use Windows Explorer to browse to the file location; delete the offending file (and any ".part" files associated); press upgrade again - repeat as necessary.

Out of interest, are you running Raptr? It seems to have been the cause of my previous upgrade problems.
 
Are you saying you think someone should be instantly killed by a station for carrying a criminal (that you didn't know was a criminal)? At least now it should be clearer that you're carrying a criminal. Perhaps the answer should have been to tone down the station weapons a tad rather than turn them off altogether? Is this what you're getting at?

The commander you are responding to, appears to place "immersion" above logic and consistency, so arguing on that point is wasted effort, I am afraid. The initial mechanics, whilst quite funny, were probably not intended to create a potentially predetermined outcome; I'd have preferred the developer added a warning to the mission type, alone, so there was an avoidable option, so there was choice; but it appears "choice" is being sucked out of the game at present.

Good fixes, all the same.
 
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Just checked, you can keep your passengers now, my Imperial (35ly jump) Anaconda-taxi has fixed rates of 2 million per beacon/station stop at short/medium sightseeings/personal or haul transports, never saw a point in long range passenger missions even before this nerf (as I could make more credits in same time with shorter range in less boring fashion, actually sightseeing, exploring and learning at beacons instead of serial jumping).
Now those long range missions pay suck so much more even compared to now much lower paying short range it is getting ridiculous.
 
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