What exactly do you mean by new mechanics? As to stand-alone mini-games I can't see any at the moment. Maybe when legs comes out we will be able to go to the bar and play poker.
The new FSS for one...and USS 'scenarios' for another.
What exactly do you mean by new mechanics? As to stand-alone mini-games I can't see any at the moment. Maybe when legs comes out we will be able to go to the bar and play poker.
And how do you know they are trying to do that? That disruption that player causes is what makes the BGS dynamic. By trying to remove that person you rob yourself of PvE gameplay which is what the BGS is all about.
Your methods are wrong. Simple.
Those people who influence the BGS whether accidently or deliberately is what generates the gameplay. If you remove that option it will end up being a PvP ganking ground where the BGS will hardly move. It would destroy the very nature of the BGS.
The BGS is not and still is not after the new version bits meant to be a PvP battleground. If someone is negatively influencing your faction, do BGS stuff that does the opposite. You can't go around and murder people when they are not breaking the law. You have to use legal means to combat them.
You mean if she'd instead of asking you to fetch something and bring it back, she'd instead asked you to escort her to a neighbouring system, and then escort her in normal space through an asteroid field to another ship she was meeting up with. And during this flight through the asteroid field she came under attack from some other ships? And on arriving at the other ship, you had to protect them both while they exited the asteroid field etc etc...
Or, if she'd asked you to help assaulting an enemy asteroid base (akin to attacking a megaship), where, when you arrived, she and a couple of other ships then became an NPC wing you could give basic commands to (attack this/defend that)?
You basically mean gameplay more akin to the depth of gameplay on offer even in 1998?
Yes the BGS and Scenario improvements are nice, but so much of it is such small steps in questionable directions.
The new FSS for one...and USS 'scenarios' for another.
Adam, can you say that you will use NPC comms interface for more than scenarios? Will it be available to other parts of the game where you need to communicate choices clearly than just dropping cargo?
Nice catch on that one Commander! A nice way to enhance our "relations" with the overall NPC's in a more versatile fashion.
I was wondering about this too... Someone mentioned you can go to the system's Nav Beacon to achieve the same?
Very cool. I like the BGS changes overall, not sure "happiness" is necessarily the right word to use, but I don't have a suggestion for an alternative.
Totally! The food scenario really bothered me actually and you could see that reflected in the chat. Everyone was basically saying "why on earth would I randomly be carrying food?". In other words, of course it would be a case of "I don't have any right now but sit tight and I'll be back in 5 minutes". The fact that picking the "I don't have any" answer was basically the "sorry pal, I'm going to leave you here to starve" response was horrible. I felt the same about the scenario leaked by pcgamesn. I hated the fact that saying no to the request for help by the megaship automatically had the pirates saying "great, we're glad you're on our side" ... "woh! no no no, that's not what I meant at all!". FD really need to make these scenario interactions be more than binary choice options.
Don't get me wrong, I'm loving the update generally but yeah, I do have a bit of a problem with this aspect.
You should be able to focus away from the panel and just not respond, allowing you a third choice of not getting involved.
.....
You basically mean gameplay more akin to the depth of gameplay on offer even in 1998?
So someone asked how they could locate USS in a system (without a discovery scanner etc). I mentioned your comment (if it was yours?), that it seems likely Nav Beacons can provide this (which is good!). And now I'm public enemy number one.It was me. And could you stop this please? All we know that there is no better game designer in the world than you, but in this case you look ridiculous. For the first time in ED history it seems that FD’s game designers have looked through the eyes of the players. Their point of view is not how to put the next placeholder, but how available placeholders could be played. With available resources and time they have created much more than I’ve expected from this team. Have some respect and modesty.
Or all ships should have a basic limpet to do basic delivery/collection as standard.
Agree with the sentiment that there needs to be a third option, "Wait. Coming back" that perhaps even extends the timeout on the USS. Few commanders (or more likely no one) carry food, fuel limpets, or repair limpets in all their ships at all times just in case they would encounter someone in need. Most likely, every single encounter will be the first choice of "Wait, I'll go and get what I need to help you."
On a different note, I hope the pirates will have voices too now, and threaten over comm instead. NPC voices is a really nice update, btw. Love it.
I've always seen an option to dock one ship to another as potentially a nice means of addressing a lot of these issues. It would allow all manner of things to be swapped and traded. And even lead to emergent gameplay.For some reason fdevs really like to nerf hammer basic interaction gameplay for the sake of what they perceive as balance. As if having a limpet module all-in-one with the functionality of several limpet controllers we currently have in the live servers would be way too much fun for us, too much interaction.
It's like I'm playing WoW and when I want to swap from Protection paladin to Holy paladin I have to go back to stormwind every single time no matter hwo far from the capital I am, otherwise basic progression remains locked by artificial design decisions and I have to ignore content along the way.
I'm sure they're working on limpet racks, which is like applying a bad looking band aid on a structural crack on the wall and call it a day. Infinite (or reusable) limpets and a radial menu in order to let me choose which function they should have, that's the fix to having FOURTEEN different limpet controllers ingame fdevs
For some reason fdevs really like to nerf hammer basic interaction gameplay for the sake of what they perceive as balance. As if having a limpet module all-in-one with the functionality of several limpet controllers we currently have in the live servers would be way too much fun for us, too much interaction. [...]
I'm sure they're working on limpet racks, which is like applying a bad looking band aid on a structural crack on the wall and call it a day.
Well, I like your idea. It makes perfect sense. If the scan can locate all USS in a system, then I don't see a problem the nav beacon could provide the same info in the case of ships specialized for bubble missions not carrying the scanner.So someone asked how they could locate USS in a system (without a discovery scanner etc). I mentioned your comment (if it was yours?), that it seems likely Nav Beacons can provide this (which is good!). And now I'm public enemy number one.
O...K...
...or 'contentment', perhaps?
Well, I like your idea. It makes perfect sense. If the scan can locate all USS in a system, then I don't see a problem the nav beacon could provide the same info in the case of ships specialized for bubble missions not carrying the scanner.