Dear FDev!
Please make your RNG for location of mission targets a little bit more player-friendly.
Example: Salvage missions
Scan of the system - and mission signal 50k ls away, really?
Ok, let's go and after a few minutes of supercruise you arrive and pop into the instance. Now several things can happen.
With threat level 0 you just can collect.
But let's assume while getting closer to the target you hit one of the samples with your ship (yes, I know, git gut, can't hear it anymore).
Or let's assume you dropped into a threat level 4 instance and while collecting, missions assassinators are dropping in as well and some of your destination cargo gets destroyed during battle or you need to low wake cause your ship wasn't tanky enough. (No, no, never happens.)
So you haven't collected all 4 (usually) and need to relocate the signal again in supercruise.
Yes, ah, there it is, now 160k ls away.
Makes sense of course. Just have left the signal and now it was teleported three times the distance of the original spawn. Yes, Sir!
Side note: if your mission target is located in a two/multi-star system with one star far away from the main one YOU CAN BET in 90% of times the mission target ALWAYS will spawn near star B, 100, 200, 300, ... kls away.
Siriusly?
Do you consider this immersive gameplay???
Imho a game should entertain. And ED does this well.
However there is a difference between logical constraints like mission targets can spawn far away in deep space and them almost always being far away and location jumping around in case you require a respawn (poor mechanic of punishing a player for having failed an activity in a GAME).
Enough salt. Please don't waste your players (human beings) life time by useless complication and prolongation of playing time.
Thank you!
o7
Please make your RNG for location of mission targets a little bit more player-friendly.
Example: Salvage missions
Scan of the system - and mission signal 50k ls away, really?
Ok, let's go and after a few minutes of supercruise you arrive and pop into the instance. Now several things can happen.
With threat level 0 you just can collect.
But let's assume while getting closer to the target you hit one of the samples with your ship (yes, I know, git gut, can't hear it anymore).
Or let's assume you dropped into a threat level 4 instance and while collecting, missions assassinators are dropping in as well and some of your destination cargo gets destroyed during battle or you need to low wake cause your ship wasn't tanky enough. (No, no, never happens.)
So you haven't collected all 4 (usually) and need to relocate the signal again in supercruise.
Yes, ah, there it is, now 160k ls away.
Makes sense of course. Just have left the signal and now it was teleported three times the distance of the original spawn. Yes, Sir!
Side note: if your mission target is located in a two/multi-star system with one star far away from the main one YOU CAN BET in 90% of times the mission target ALWAYS will spawn near star B, 100, 200, 300, ... kls away.
Siriusly?
Do you consider this immersive gameplay???
Imho a game should entertain. And ED does this well.
However there is a difference between logical constraints like mission targets can spawn far away in deep space and them almost always being far away and location jumping around in case you require a respawn (poor mechanic of punishing a player for having failed an activity in a GAME).
Enough salt. Please don't waste your players (human beings) life time by useless complication and prolongation of playing time.
Thank you!
o7