Christmas Patch Notes

So, here's what I would really, really like for Christmas, please, Frontier...I've written the patch notes already, all you have to do is fill in the coding behind:


- Substantially increased mission payments. They are now worth the time it takes to complete them.
- Improved mission interactions generally, and particularly when faced with NPC dialogue options during a mission.
- Provided data in numerical form throughout several areas where they were previously expressed in other formats, including rep & influence changes and equipment details
- Members of the same faction will no longer regard you as hostile if you destroy one of their "wanted" compatriots. We all agree they shouldn't have committed the crime and deserve their punishment.
- NPC ships not hostile to you will now give you the benefit of the doubt for the first couple of shots that hit them. This is based on % shield damage, so they will be more tolerant of being accidentally hit by a class 1 pulse laser than by your plasma accelerator.
- General equipment information improvements, including descriptions. Particularly on shield generators.
- Docking requests now include a "queue" system. You will be notified of your position in the queue until you are allocated a bay number.
- Landing pads now stay illuminated until you have landed.
- External camera drones have arrived for your screenshot pleasure! As a safety feature they may not be activated while hostile ships are on the radar.
- Killing a ship carrying a bounty now slightly increases your rep with the faction offering the bounty.
- An entrepreneurial fuel company has started offering services through most populated systems. Should you run out of fuel you may request a refill. Waiting times may vary, and prices are non-negotiable.
- Security forces have started communicating: they will now be much less likely to interdict the same ship twice in the same system if you're clean (and more likely if you're not).
- A new Christmas Tree decal is available for the Cobra Mk III, with appropriately coloured running lights.


Hope you have all that done by Thursday :)

Thanks!

A
 
So, here's what I would really, really like for Christmas, please, Frontier...I've written the patch notes already, all you have to do is fill in the coding behind:


- Substantially increased mission payments. They are now worth the time it takes to complete them.
- Improved mission interactions generally, and particularly when faced with NPC dialogue options during a mission.
- Provided data in numerical form throughout several areas where they were previously expressed in other formats, including rep & influence changes and equipment details
- Members of the same faction will no longer regard you as hostile if you destroy one of their "wanted" compatriots. We all agree they shouldn't have committed the crime and deserve their punishment.
- NPC ships not hostile to you will now give you the benefit of the doubt for the first couple of shots that hit them. This is based on % shield damage, so they will be more tolerant of being accidentally hit by a class 1 pulse laser than by your plasma accelerator.
- General equipment information improvements, including descriptions. Particularly on shield generators.
- Docking requests now include a "queue" system. You will be notified of your position in the queue until you are allocated a bay number.
- Landing pads now stay illuminated until you have landed.
- External camera drones have arrived for your screenshot pleasure! As a safety feature they may not be activated while hostile ships are on the radar.
- Killing a ship carrying a bounty now slightly increases your rep with the faction offering the bounty.
- An entrepreneurial fuel company has started offering services through most populated systems. Should you run out of fuel you may request a refill. Waiting times may vary, and prices are non-negotiable.
- Security forces have started communicating: they will now be much less likely to interdict the same ship twice in the same system if you're clean (and more likely if you're not).
- A new Christmas Tree decal is available for the Cobra Mk III, with appropriately coloured running lights.


Hope you have all that done by Thursday :)

Thanks!

A

thats a pretty solid list of improvements. Merry Crimbo.
 
+1 to all except drones for external view. Just give me 3rd person view please and stop with the "It's a tactical advantage " nonsense! Everything else sounds great!
 
+1 to everything you said except for the 'running' lights on the Xmas tree. I would prefer 'fairy' lights please :D

Oh, and as for the drone cameras, only if they're for vanity reasons. Hardpoints must be retracted for them to work.
 
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+1 to everything you said except for the 'running' lights on the Xmas tree. I would prefer 'fairy' lights please :D


Fairy lights are a hazard while manouvering in a space station, and will lead to your ship being destroyed. You can, however, have red and green landing lights.

Oh, and as for the drone cameras, only if they're for vanity reasons. Hardpoints must be retracted for them to work.

Same difference as "no hostiles on radar", but you might want to see your guns out in your screenshots!!

It would be SO NICE just to be able to see the outside of my ship (outfitting doesn't count).
 
Mission payouts should not be significantly increased. Bounty payouts should be decreased. The trading/mission income right now is a little low, with missions sometimes being too high, but usually about right. It depends on the mission really. "Hunt xyz ship" tends to be too low, whereas the others range between too low, about right, and too high.

This game has far too much income in it, and very soon people will be hitting top-tier ships and going "what next".
 
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+ Greatly increase demand at stations for the more common commodities so traders can actually set up trade routes with a decent profit. No trip should end up with a loss because the trade figures are screwed up.
+ Fix the trade-killing bug where import/export roles get switched. You can usually tell this because a station will have a demand of 0.
+ Let us cash bounties in anywhere in the system where the kill happened instead of specific stations. In some systems it's multiple long trips to cash in, making it hardly worth the combat (in terms of time).
+ In-system hops from one station to another should NOT take longer than jumps between systems. Currently they take MUCH longer.
 
- Members of the same faction will no longer regard you as hostile if you destroy one of their "wanted" compatriots. We all agree they shouldn't have committed the crime and deserve their punishment.

Not on board for this one. Why should members of an organization take your side over one of their own? Just because he had a bounty on him? What if they're mobsters?
 
- Members of the same faction will no longer regard you as hostile if you destroy one of their "wanted" compatriots. We all agree they shouldn't have committed the crime and deserve their punishment.

What about members of pirate factions who are not wanted themselves? This keeps getting overlooked but does matter. Perhaps different faction types should react differently, a democratic faction should shun the criminal element but can the same be said for pirates or those operating in a feudal system or dictatorship?

I'd also like to see pirate factions stop attacking me when I gain rep for them (does this even happen at friendly? not got that far).. I'm green to a few pirate groups but their daft grunts keep interdicting me while I'm busy running missions for them ;)
 
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