It seems like if I find a res site that actually does spawn something that requires high skill and it's "intense" as soon as I leave it I can't get it to re-spawn that way until the next day (maybe it would work if i waited another hour or logged off and came back but i haven't tried). I do the stupid SC and come back technique over and over and just junk ships spawn.
Fixing Res sites - the right way (tm)
1. RES sites need this RNG instancing crap gone. What should dictate if value and quantity of pirates is high or low should be bounty hunter / police activity and the type of res site. It should react to the action in the site... ramping up to try and drive out the police / bounty hunter(s) and then finally wane if they are overcome and cool down. Then start again. The frequency and veracity of the pirate cycles should be determined by the faction control the pirates have in that system and the type of res it is. I should feel like the pirate activity is building if i'm killing them and then finally giving up for a while if i continue to kill them and then start to come back as they regroup... without having to re-instance.
2. Police presence in a res needs to be temporary. Low intensity res's should see more police and stick around longer... this answers why it is low intensity to begin with... more police presence and only petty criminals trying to sneak about. Low intensity/skill RES's are meant for beginner bounty hunters or miners who want less interruptions. High intensity RES's should see much fewer police at any given time and they should be temporary ...responding to a crime and then leaving with a cooldown period before responding to another crime. They're supposed to be a limited resource, not treated like an infinite army and they have to patrol the entire system, they get paid wages, not bounties so they're not going to fight to the death because they found some criminal if they dont have to. I'm so tired of seeing 15 authority ships flying around the RES site looking for bad guys.
3. RES sites in general need to get off this stereotyping of ships. I shouldn't be able to look at a ship type and just know it's never going to be wanted or is always wanted. They dont work that way in SC, they shouldn't work that way in RES sites.
If those 3 things are addressed, i think it will go a long way towards making RES sites and bounty hunting in general functional and not have to turn it into a grind-fest like it was.
Fixing Res sites - the right way (tm)
1. RES sites need this RNG instancing crap gone. What should dictate if value and quantity of pirates is high or low should be bounty hunter / police activity and the type of res site. It should react to the action in the site... ramping up to try and drive out the police / bounty hunter(s) and then finally wane if they are overcome and cool down. Then start again. The frequency and veracity of the pirate cycles should be determined by the faction control the pirates have in that system and the type of res it is. I should feel like the pirate activity is building if i'm killing them and then finally giving up for a while if i continue to kill them and then start to come back as they regroup... without having to re-instance.
2. Police presence in a res needs to be temporary. Low intensity res's should see more police and stick around longer... this answers why it is low intensity to begin with... more police presence and only petty criminals trying to sneak about. Low intensity/skill RES's are meant for beginner bounty hunters or miners who want less interruptions. High intensity RES's should see much fewer police at any given time and they should be temporary ...responding to a crime and then leaving with a cooldown period before responding to another crime. They're supposed to be a limited resource, not treated like an infinite army and they have to patrol the entire system, they get paid wages, not bounties so they're not going to fight to the death because they found some criminal if they dont have to. I'm so tired of seeing 15 authority ships flying around the RES site looking for bad guys.
3. RES sites in general need to get off this stereotyping of ships. I shouldn't be able to look at a ship type and just know it's never going to be wanted or is always wanted. They dont work that way in SC, they shouldn't work that way in RES sites.
If those 3 things are addressed, i think it will go a long way towards making RES sites and bounty hunting in general functional and not have to turn it into a grind-fest like it was.