Kick players who sit on the landing pads

Of course, delivering cargo is about the only activity that should require one to dock, and no outpost would rationally requisition more cargo than could be delivered.
Having trade CGs either being "deliver to all stations in X" or "deliver to these FC-like high-throughput megafreighters" would be interesting.

Let's see:
- outpost, medium pad so say 200t/ship, say two minutes per docking, 144,000t/day uninstanced transfer capacity in optimal circumstances
- big station, plenty of large pads but mailslot limited, say 30 seconds of mailslot use per docking cycle and 600t/ship, 1.7Mt/day transfer capacity in optimal circumstances.
...some of the really big planetary base layouts with 4 large pads can probably actually do slightly better than the big orbitals.

Typical trade CG at the moment, 30-50MT, so 5 large stations should be able to just about cover that.

Of course, the other thing is that a station with a population at a fairly low ~5 million is likely to have daily demand generation for its commodities exceeding its optimal transfer capacity ... and the multi-hundred-million population stations (which is presumably a measure of "supported" rather than "resident" population) will have both supply and demand generation hundreds of times greater than their transfer capacity.
(Just one of many reasons that the supply/demand figures for most commodities and stations are way larger than they need to be; at least the exceptions to that rule still generate a little interest)

The Massively part is actually composed from a multitude of micro Multiplayer Online-instances spread over lots of systems.

So more like a mMO than a MMO
I tend to go for "MSO" - Massively Singleplayer Online - you can play with other players but unless you specifically go out of your way to most of the time you're not.

So everything (near enough) is designed to be doable single-player (if sometimes a lot easier multiplayer), and - as with overcongestion - sometimes really not designed for heavy multiplayer use.
 
Head on over to the CG in SIRIUS... get some bounties and go hand them in.. or no, log out, log back in on single player so you can land because.. well there is only one large landing pad and somebody is sitting on it AFK blocking everyone else... .. then log out and log back in to open.. YEA THIS IS FUN!!!
At least let us jettison mines on top of them.
I am flipping back-and-forth from solo to open
 
Blow up the pad blocker if you encounter him again. That's what I would do.
Bamm, no communication, just blow him/her up. With any luck you get blocked and don't have to suffer those idiots again.

That one is the only response. If they didn't move 15min after hailing they get blown (at least I will try) the next time I see them. For every 5 min after 15min another try will is added.
Saw somebody in Colonia being parked at the same outpost for 2 days in open to remove notoriety. You still on my list CMDR :censored:!!!!11!!!11!one!!
 
ED was intended to be a multiplayer game since very beginning

oh really? and what went so wrong? :ROFLMAO:

however, it is crazy how "blaze your own path" is ok when we can make it work for us, but suddenly means squat when it works against us.

i have to agree.

it is a design shortcoming but it just comes to illustrate how the entire multiplayer aspect of elite is improvised and bolted on, a technical exercise at best and not a very brilliant at that, and the so called genius level mode system is simply complete lack of foresight and commitment to a believable multiplayer experience.

btw, we in solo have unlimited docking pads, boost right in, you are all invited ;)
 
Head on over to the CG in SIRIUS... get some bounties and go hand them in.. or no, log out, log back in on single player so you can land because.. well there is only one large landing pad and somebody is sitting on it AFK blocking everyone else... .. then log out and log back in to open.. YEA THIS IS FUN!!!
Been an issue from day one, FDev cannot or will not do anything to address it.
 
A possible solution is to limit the amount of players in a station instance to the number of applicable landing pads available (e.g. if you are in a large ship and there is an equal amount of players with large ships to large pads, then the instance is ineligible for you). The spawning of visitor NPCs should de deprioritized with regards to existing player ships.

Exception: If your ship is ineligible for landing at that station anyway (unless respawning), validation for instancing with regards to landing pad availability will be foregone (i.e. large ships at outposts or no permission to dock due to lack of permit/invitation or due to hostile minor faction reputation)

Side effects:
  • If you are in a medium ship, you'll never encounter a medium ship visitor NPC in outposts.
  • Wing members might get into separate instances if keeping a wing together even in a new instance is not possible.
 
Last edited:

Deleted member 182079

D
Been an issue from day one, FDev cannot or will not do anything to address it.
They've already addressed it by designing it like that (1 large pad per instance on those megaships, 1 medium pad on outposts) in the first place.

I wonder sometimes whether they merely designed these assets with only single player (Solo) in mind, or whether they're just that cruel.
 
Been an issue from day one, FDev cannot or will not do anything to address it.

Ofc they will not do anything about it.
Anyone has the right to stay on the pad as long as they want. The game, with emphasis on GAME, provides more than one way to deal with this.
 

Deleted member 182079

D
Even just adding a second pad would already smoothen things out already. Half the time it's NPCs who block the pad! Selfish busturds.

Anyways, it's by design so don't expect anything to change. Mode switching (or temporarily blocking offenders) is the solution unfortunately.
 
They've already addressed it by designing it like that (1 large pad per instance on those megaships, 1 medium pad on outposts) in the first place.

I wonder sometimes whether they merely designed these assets with only single player (Solo) in mind, or whether they're just that cruel.
But they have several answers that can be used at various times already:

1: drop to hangar and de-instance (for any pad)

2: hidden trader POI mechanic (no pad required for simple transfer)

3: megaships / FC mobile assets (to bolster pad numbers)

4: anticipate problems (as with CGs) and have events in more compatible places

I expect its FD not having the time or will to apply what they have learnt players play like over the years.
 

Deleted member 182079

D
But they have several answers that can be used at various times already:

1: drop to hangar and de-instance (for any pad)

2: hidden trader POI mechanic (no pad required for simple transfer)

3: megaships / FC mobile assets (to bolster pad numbers)

4: anticipate problems (as with CGs) and have events in more compatible places

I expect its FD not having the time or will to apply what they have learnt players play like over the years.
I snigger at the possibilities of unforeseen bugs that would be caused if FDev would actually give any of those a go - the cynic in me reckons that's probably part of the reason they won't touch it:)
 
I snigger at the possibilities of unforeseen bugs that would be caused if FDev would actually give any of those a go - the cynic in me reckons that's probably part of the reason they won't touch it:)

The hidden trader POI works flawlessly (which is incredible considering) and would be a great boon for Powerplay pad blocking and adds fun new gameplay possibilities.

Having extra megaships on hand again is not rocket science (FC network breaking accepted though).

It can't be that hard to reduce an island size to one dynamically (I'd hope), or simply looking at the place a CG is taking place in.
 
Head on over to the CG in SIRIUS... get some bounties and go hand them in.. or no, log out, log back in on single player so you can land because.. well there is only one large landing pad and somebody is sitting on it AFK blocking everyone else... .. then log out and log back in to open.. YEA THIS IS FUN!!!
Kick Block players who sit on the landing pads.

FTFY ;)
 

Deleted member 182079

D
The hidden trader POI works flawlessly (which is incredible considering) and would be a great boon for Powerplay pad blocking and adds fun new gameplay possibilities.

Having extra megaships on hand again is not rocket science (FC network breaking accepted though).

It can't be that hard to reduce an island size to one dynamically (I'd hope), or simply looking at the place a CG is taking place in.
Getting cargo pods ejected from a megaship cargo rack shouldn't be rocket science either but it's still in the game.

I'm not arguing against your ideas but when these bugs are left in the game for what, is it a year or more now?, I have little hope that Frontier can be bothered to improve other parts that do (still) work, in their own peculiar and unwieldy ways at least.
 
last time it happened to me I just thought 'Why cant they have more Megaships?' 6 in Convoy, request docking from any and get told 'Proceed to Catflaps 3 please' then 'land on pad x' as normal, without having to request again ideally

Timers wont work unless to log you out of the game so youd need a warning.
Hangars are in real space so no chance of magical infinite ones.
People (wing especially) would complain if the moment their wing landed they disappeared into another instance.

So its either new Megaships or more megaships. More seems the easier and the quicker of the two.
 

Deleted member 182079

D
last time it happened to me I just thought 'Why cant they have more Megaships?' 6 in Convoy, request docking from any and get told 'Proceed to Catflaps 3 please' then 'land on pad x' as normal, without having to request again ideally

Timers wont work unless to log you out of the game so youd need a warning.
Hangars are in real space so no chance of magical infinite ones.
People (wing especially) would complain if the moment their wing landed they disappeared into another instance.

So its either new Megaships or more megaships. More seems the easier and the quicker of the two.
What I found weird is why they added a megaship when there's a perfectly serviceable Coriolis just a couple of Ls away - unless it was done for BGS reasons? But yeah why not add another megaship as they could just flip that switch with little additional coding effort required.
 
Getting cargo pods ejected from a megaship cargo rack shouldn't be rocket science either but it's still in the game.

I'm not arguing against your ideas but when these bugs are left in the game for what, is it a year or more now?, I have little hope that Frontier can be bothered to improve other parts that do (still) work, in their own peculiar and unwieldy ways at least.
True- I suppose it comes down to what FD internally prioritize....which is a mystery in itself really.
 
Back
Top Bottom