static uss' can't come soon enough

took a liberation job for 3.5 mil with a completion of 3 days but a window to find the ship closing in 15 minutes.

hustle down to the system, scan the nav beacon and get my target with 5 minutes to spare

sit for 5 minutes waiting for the darn uss to spawn. nothing.

get a message saying i've missed my window and the mission is cancelled.

yeah, static uss' can't come soon enough.
 
Missions like those are horrendous. FD still haven't fixed the pirate missions either. I spent ages waiting for targets to either show up or the specific wings to spawn as described by the pop up notifications. The company really need to start delivering fixes and better solutions to broken missions structures and mechanics. So many of the bug posts show "Priority" or "Looking into this" and a fix never sees the light of day.
 
I don't know what you think you read, but USS will not be static or persistent for this type of gameplay.

Along with the Exploration update, we are improving the way that USSs work. USSs will now spawn throughout the entire system when you first enter it. This enables you to use the new exploration tools to find USSs throughout the system, not just in the area around you. You can still interrogate nav beacons to find the locations.

Whilst USSs do still have a decay time, the timers have been increased to allow you time to find and fly to the ones you are interested in. The decay time is also now displayed when targeted. Signal sources still obey rules determining where they can appear within a system, and mission critical signal sources will still be highlighted to differentiate themselves once located.

the main question will be when equipped with the new scanner how quick can i identify a mission uss?

also with the changes to the mission board i expect some of these missions to eventually see some improvements.
 
Static or persistent USS´s will instantly be used as Exploits. It doesnt make any sense to implement them.
 
People will also just find something else to complain about as long as the high grade materials not just willingly hand themselves over. Imagine you had to jump to ten different systems in a certain state to find the USS you are looking for. Oh no! I would have to spend time on finding rare materials. Well. That's what "rare" means. They are... rare.
Please excuse my sarcasm, but I don't really believe there is anything to soothe the minds of certain people. Grade 5 mods are state of the art and should not be taken for granted or easily achieved. If you want those fast and you have to spend time on getting your hands on the materials that's just you wanting something fast that is supposed to take time and is not supposed to be your only focus in the game. Like picking up a coin when I come across one lying on the ground, but I wouldn't spend hours searching for one, I wouldn't go and search for hours for something I know it's rare.

That said, I am also looking forward for the new USS mechanics, but not for reasons of making the grind more easy.
 
Have been looking for Pharmaceutical Isolators in Outbreak state.
3 hours searching no high grade USS.

Static ones now plz.
Bored and frustrated.
 
Have been looking for Pharmaceutical Isolators in Outbreak state.
3 hours searching no high grade USS.

Static ones now plz.
Bored and frustrated.

I don't why somebody would spend 3 hours just fixed on that one thing. Why not do something else, perhaps even in those systems and while doing so also look for these things? Perhaps even collect a few lower tier materials of that kind and trade them later?
Sure, would take more time in the end, but it's not time you spent fixated on that one thing and then complain about it. It's rare stuff. That means it's rare. That means you are not supposed to get it fast, so looking for that one thing to appear is of course frustrating because it's still rare...
 
I don't why somebody would spend 3 hours just fixed on that one thing. Why not do something else, perhaps even in those systems and while doing so also look for these things? Perhaps even collect a few lower tier materials of that kind and trade them later?

Late night cooldown, after combat role on a different rig for ease of use.
Just need a single source find for finalizing the recipe.

Sure, would take more time in the end, but it's not time you spent fixated on that one thing and then complain about it. It's rare stuff. That means it's rare. That means you are not supposed to get it fast, so looking for that one thing to appear is of course frustrating because it's still rare...

Traderates are awful from 4 to 5 or even 5 to 5, i simply have not the will to grind more than necessary.
In fact engineer material gathering gameplay is like mining in Eve: Netflix.

The next thing is, static USS lay the founding stone, on how i'd design
dynamic events with player involvement, a.k.a. Pirate assaulting trader USS to be found
and joined in.
 
Have been looking for Pharmaceutical Isolators in Outbreak state.
3 hours searching no high grade USS.

Static ones now plz.
Bored and frustrated.

Drop into everything, it's more fun and productive.

Making them static may also get rid of the ones that spawn as you head for stations or whatever, I like dropping into the random ones as they crop up. Hope they don't break that.
 
Let's just stop calling them static now. They are dynamically generated when you enter the system. And nobody else can see the ones you have except if you drop into one as a wing.
 
Drop into everything, it's more fun and productive.
Did that, didn't help.
Is like looking for needles in a haystack also just pure boredom.

Would be way better i could just buy that stuff or shoot up medical transports.
Either way, not very immersive.

Making them static may also get rid of the ones that spawn as you head for stations or whatever, I like dropping into the random ones as they crop up. Hope they don't break that.

I haven't totally read into/grasped what FD are gonna do.
It would be cool we could use the data-link scanner in SC to send detection pulses
finding those static ones, or ask the nav-beacon to reveal all, or finally use the ADS.

I think the latter two are their idea.

Let's just stop calling them static now. They are dynamically generated when you enter the system. And nobody else can see the ones you have except if you drop into one as a wing.

Dynamic generation would require the USS to be spawned upon interactions that are simulated
or happening in the systems, like players interdicting someone and firing weapons -> "Weapons fire detected".
They are just seeded initially and maybe reseeded after their "health" ticked out, like cargo cans.
Imo that description you gave does not fit to "dynamic" stuff.
 
Dynamic generation would require the USS to be spawned upon interactions that are simulated
or happening in the systems, like players interdicting someone and firing weapons -> "Weapons fire detected".
They are just seeded initially and maybe reseeded after their "health" ticked out, like cargo cans.
Imo that description you gave does not fit to "dynamic" stuff.

They have a decay timer. New USS are generated over time.
If you stay in a system long enough all the initial USSs will have gone and have been replaced by new ones. A dynamic process.
I fail to see what is static about this.
 
Did that, didn't help.
Is like looking for needles in a haystack also just pure boredom.

Would be way better i could just buy that stuff or shoot up medical transports.
Either way, not very immersive.

Dull pharmaceutical isolators sciencing in spoiler :

Pharmaceutical isolators search in system Xinca (in outbreak at the time) within 300ls of Finch market.

Drop into everything interesting looking for 30 minutes.
Distress signal-clean type 6 out of fuel
Weapon fire threat 5-empty instance
Weapon fire threat 5-empty instance
Weapon fire threat 5-empty instance
Convoy-ignored
Degraded emissions -(Crystal shards x6, Heat conduction wiring x3, mechanical scrap x3).
Combat aftermath-(Chemical processors x6, heat exchangers x3, conductive ceramics x3, conductive components x3, configurable components x3, chemical distillery x3, chemical manipulators x3, mechanical components x3).
Distress signal- clean type 6 out of fuel (distorted shield cycle recordings x3)
Convoy ignored
Degraded emissions-(worn shield emitters x3, cargo ignored)
High grade emissions-(pharmaceutical isolators x15)

Drop into HGE's only everything else ignored for 30 minutes
Combat aftermath
Weapon fire threat 4
Ceremonial comms
Ceremonial comms
Convoy
Convoy
Convoy
Degraded emissions
Ceremonial comms
Distress signal
Convoy
Encoded emissions
Ceremonial comms
Encoded emissions
Convoy
Convoy
Distress
Weapon fire threat 5
Convoy
Distress signal
Convoy
Convoy
Distress signal
Convoy
Degraded emissions
High grade emissions (pharmaceutical isolators x15)
Convoy
Distress
Distress
Convoy
Distress
Distress

TLDR : grind is no more productive than random USS hopping and you can tell it's real research by me leaving in the broken (at the time) weapon fire detected USS's.

I get most of my pharmaceutical isolators as mat drops from elite pirates and hostile bounty hunters now.


I haven't totally read into/grasped what FD are gonna do.
It would be cool we could use the data-link scanner in SC to send detection pulses
finding those static ones, or ask the nav-beacon to reveal all, or finally use the ADS.

I think the latter two are their idea.

It'll be interesting to see what actually happens.
 
They have a decay timer. New USS are generated over time.
If you stay in a system long enough all the initial USSs will have gone and have been replaced by new ones. A dynamic process.
I fail to see what is static about this.

I don't want to battle over definitions,
but i think you describe just refreshing a static process with a randomized outcome.
Once the timer is finished, the process is restarted, that is a static loop.

Dynamic to me is this:
"A dynamic process is one that constantly changes and progresses."

So someone does something in the system, a dynamic process sees that change
and applies it as a variable to its ruleset, i.e. generating a USS weapons fire detected
when a player attacks a civilian.

It can branch out and chain into missions etc.
that is dynamic.
 
Last edited:
Use. Nav. Beacon. Period.

This doesn't change the fact you have to circle the planet for up to 30 minutes waiting for the good grace of the RNG Gods to place their gaze upon you.

An actual mechanic to track down and find the relevant USS has long been missing.
 
took a liberation job for 3.5 mil with a completion of 3 days but a window to find the ship closing in 15 minutes.

hustle down to the system, scan the nav beacon and get my target with 5 minutes to spare

sit for 5 minutes waiting for the darn uss to spawn. nothing.

get a message saying i've missed my window and the mission is cancelled.

yeah, static uss' can't come soon enough.

BTW, for the hijacking missions, the timeframe is just for seeing the target in system... you can go to the planet sooner. But it's still horribly broken.

Mission: Hijack 6 widgets, time allocation: 1d 4h. Current time: 1000
Target in system from 1040-1110.

So, this is how it works
1000 onwards: Go to the relevant system, honk or scan the Nav Beacon. Go to the planet and hope wait for the USS to spawn.
1040-1110: You can see the target in supercruise. But here's the kicker...
1110 onwards: If you don't have the cargo in your hold, MISSION FAILED.

So much for that 1d 4h timer. The "time window" mechanic needs to be removed, just like it was for assasinations, which are now so much more accessible.
 
Back
Top Bottom