Christmas Patch Notes

Trade is already to easy imo, should involve an element of risk, but mostly its buy high supply good well below average price at station, check map for economy that will likely need good, jump, sell goods for profit. This works 99% of the time and should have a higher failure rate imo or at least a higher element of skill to judge good trades/routes.

Except it's completely bugged at the moment, as acknowledged by the devs... demand is too low throughout the game, and import/export roles are being swapped by a further bug.
 
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

Seems reasonable. +1
 
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:

- 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.


A
I do disagree with this.
One of the main reasons for not having external cams is so that we cannot easily see people sneaking around who are not on our radar.
 
Stop saying it's poor design or that the devs didn't think about it. See, goes both ways. Why should a faction pay out on bounties, or have any interest in doing so, when the bounty in question was not placed by them? They might end up paying out and facilitating the murder of their allies and friends. Think it through beyond 'I want it easier' please.

It's the year 3300. I have a central bank balance right? I am not hauling my credits about in the back of my ship. Why do I even need to physically go anywhere to claim a kill bounty with the technology in the game? It should be a comms broadcast and happen instantly, credit to my account. Job done. Right now it feels like I am dragging a frazzled corpse into the sheriff's office and walking out with a big sack with a $ sign on it. Totally blows immersion.
 
I do disagree with this.
One of the main reasons for not having external cams is so that we cannot easily see people sneaking around who are not on our radar.

If he's "sneaking" (silent running) you can't target him and your odds of seeing him at anything less than 1km range *even* if you knew roughly where he was are pretty slim. The camera view will not make you invulnerable to being caught unawares by a silent-running attack.

If he simply hasn't opened up on you yet, and he's lit up on your radar, then you don't need the camera to spot him.
 
I do disagree with this.
One of the main reasons for not having external cams is so that we cannot easily see people sneaking around who are not on our radar.

Nonsense! No tactical advantage whatsoever, please stop with this nonsense. All hard core sims have 3rd person view. It actually helps with realism. In real life you do not have the tunnel vision you have in this game. Please stop the lemming comments about pvp. Fly in 3rd person during pvp = dead! Try it in a real sim you will be a torch real quick....lol
 
Agreed OP, except for the first one, seems ok, too much will make it too easy. You can take several missions at the same station, hunt pirates and spaciel cargo and on the way pick up a requested commodity and poof you made 3x the cash in 1/2 the time. Anyway I think missions are not the way to make money, but gain rep (many don't even pay and are rep only) compared to the numbers you can get bounty hunting or trading, it's small change...
 
Nonsense! No tactical advantage whatsoever, please stop with this nonsense. All hard core sims have 3rd person view. It actually helps with realism. In real life you do not have the tunnel vision you have in this game. Please stop the lemming comments about pvp. Fly in 3rd person during pvp = dead! Try it in a real sim you will be a torch real quick....lol
I beg your pardon?
The reason I stated was one of the primary reasons for the external camera not being implemented yet. Why not do a forum search for the discussion threads where this was hammered out instead of insulting those who are trying to inform you of the reasons why the dev team came to a decision.
 
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