Overcrowded Stations?

Hello,

Just a question and maybe a (suggestion Poll) here for:

How do you think Frontier are going to solve the imminent and undeniable fact for overcrowded Stations / Pads When the Gamma Version of ED finally comes out?:eek:
 
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I hope it's by adding more stations in a system, however, I do believe some traffic control adjustments will also need to be implemented.
 
personally I'm not sure why when you land on a pad and it goes underground, the system doesn't move you to an underground carpark for ships. dont know why they have to take up landing pads.

also it would be cool to see all the other ships in the station.

this would free up pads much quick as all you have to do is land and 10 seconds later the pad is available for the next guy.
 
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I hope FD goes for the traffic-control option... ie have the station tell you stuff like:

"Pattern is full, hold station"
"You are queue number 10, hold station"
"Join the queue"
"Cleared for docking"
"All craft, clear the docking port! Lakon 9 incoming!"

Something along those lines. And, we can actually see ships really lining up outside the station in the queue to dock.
 
I also don't know why it isn't changed so landing automatically puts you into the hanger and presumably frees up the pad. The Enter Hanger button and Station Menu button should be combined.
 
I also don't know why it isn't changed so landing automatically puts you into the hanger and presumably frees up the pad. The Enter Hanger button and Station Menu button should be combined.

Perhaps because FD is "thinking ahead"?

Like when the "walking around" expansion arrives, you can get out from the ship and walk around the docking bay area :p

Yes there is breathable air in the docking port. You'd know if you've ever had your cockpit blown apart during a fight and you limp home to a station for repairs... the muffled sounds suddenly become "normal" once you pass through the blue forcefields at the docking port, and your oxygen supply stops falling :)
 
I guess the station button will be used when we get walkabouts.
Otherwise you might want to dock, refuel, sell cargo, load up, launch...without the hassle of going into a new station submenu which might take a little time to load like jumping.
 
How do you think Frontier are going to solve the imminent and undeniable fact for overcrowded Stations / Pads When the Gamma Version of ED finally comes out?:eek:

I think the P2P "Island" instances take care of that. When you drop out of Supercruise, your personal "Island" bubble around your ship looks for a version of the station that has a pad open for you. If one instance is already full of 32 players plus NPC's milling around the station and taking up space inside, it just generates another version of the station for you to land on.

At least I think that's how it works.

There is also a mention in the design docs about a traffic control system, where instead of being assigned direct clearance through the gate, you have to go to a holding waypoint, sit there and wait for clearance. Same thing inside the station for exiting, although exiting ships get priority. That would solve the collision problem, but I don't know how smugglers could still get inside the station that way, if you ignore the holding pattern directions.
 
I think the P2P "Island" instances take care of that. When you drop out of Supercruise, your personal "Island" bubble around your ship looks for a version of the station that has a pad open for you. If one instance is already full of 32 players plus NPC's milling around the station and taking up space inside, it just generates another version of the station for you to land on.

At least I think that's how it works.

There is also a mention in the design docs about a traffic control system, where instead of being assigned direct clearance through the gate, you have to go to a holding waypoint, sit there and wait for clearance. Same thing inside the station for exiting, although exiting ships get priority. That would solve the collision problem, but I don't know how smugglers could still get inside the station that way, if you ignore the holding pattern directions.

from an outsider looking in, the 32 player cap is kind of lame, yes it makes the universe less empty, but 32 people to interact with seems kind of boring for modern day online play.

as to the docking system, while interesting maybe 1-10 times, I know lots of people who would drop this game like a bag of turd on fire if they had to sit in traffic in their free time... reminds me of this:

https://www.youtube.com/watch?v=isP5srWOz0c

you would basically just have everyone go into SOLO play to avoid the queue's (which I'm already doing) which kind of makes that whole online universe kind of pointless anyway except for specific areas that might be more beneficial to have other plays (ie bounty hunting, trolling freeport, or LOL exploding newbies as they try and PVE in the conflict zones)
 
from an outsider looking in, the 32 player cap is kind of lame, yes it makes the universe less empty, but 32 people to interact with seems kind of boring for modern day online play.

Well, remember it's not a static instance, but one that travels with your ship. It's not much different than driving around in your car in real life. You don't interact with every other person driving cars in New York City or London at the same time, but you can interact with the ones in your immediate vicinity, in visual range. So it's not really all that unrealistic, is it?

Thirty two incoming airliners stacked up over a major airport is probably pushing the limit for what ATC can handle too, at any one point in time. The idea of cramming every player online at the same time into one virtual/physical space, is just not how this game is designed.

as to the docking system, while interesting maybe 1-10 times, I know lots of people who would drop this game like a bag of turd on fire if they had to sit in traffic in their free time.

Yeah, I agree. That's the first thing I thought of, when I read about the proposed Traffic Control system of steering you to a holding waypoint. Players won't stand for that delay. Everyone will just blast through the gate as fast as they can manage it. And if the station doesn't tolerate that, the players won't visit the station at all.
 
Hello,

Just a question and maybe a (suggestion Poll) here for:

How do you think Frontier are going to solve the imminent and undeniable fact for overcrowded Stations / Pads When the Gamma Version of ED finally comes out?:eek:

I think initially it may be an issue but after people spread throughout the galaxy it will be fine. Right now we are just too confined to a small area.
 
personally I'm not sure why when you land on a pad and it goes underground, the system doesn't move you to an underground carpark for ships. dont know why they have to take up landing pads.

also it would be cool to see all the other ships in the station.

this would free up pads much quick as all you have to do is land and 10 seconds later the pad is available for the next guy.

I like the idea of Carpark storage for the ships, definitely free's up pads.

I'm also hoping we can walk around and look at each other ships.
Particularly when we are buying one.

I also think having an entrance and exit letterbox on a couple of the busy stations would be a bit of fun.
 
imo pads should take you into a parking area and go back for the next ship to land.
crappy ww2ol had 1 server upto 5000 players, thats what ide like to see
 
Lol! The Japanese have all the cool stuff. ;)
Isn't that about what we have already in the game? Minus the friendly parking attendant of course.

Yes .. except it's at the end of a very narrow one way street and half the other drivers can't be trusted to drive straight.

Core stations will be gridlocked with a very limited increase in numbers.
 
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