hope 1.3 fixes this. (wake scanner)

The only thing I can think of is, with the amount of threads I see with people going absolutely batty re: people following them into SC and interdicting them multiple times, I can totally see where the devs want someone to have a real good shot of running away.

I would rather it be so we could follow someone to the ends of the galaxy with our scanners, but the meltdowns would be pretty extreme if that happened.
 
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Even with the ability to scan high wakes from SC it would still be very hard to track a target to another system, as they can still drop from SC upon arrival probably before you even enter the system, meaning you'll have lost them forever as you wont see the low wake (only wakes that were created while you were present in the instance at the time of creation show up on your radar).
At the moment the mechanics of PVP bounty hunting are broken, there are too many fail-safe ways for the target to escape easily, and one top of that you can't even use the tools dedicated to tracking them down.
No, people shouldn't automatically have a chance ot escape. The result of a chase should be down to skill difference of both parties and their preparedness, not down to badly designed mechanics that give people an I-win button.

I don't know if FD were honest when saying this is working as intended instead of a bug, but I hope they were lying. The alternative would be that they didn't think the whole thing through.

I completely agree that the scanners should be addressed. Right now as it stands they have a lot of power draw on smaller ships and they hog a space for for Shield Boosters which again on smaller ships is a huge trade off. I don't have a problem with limited wake scan range and it takes some skill to slow in SC to an acceptable scan range but not being able to scan in supercruise is really annoying. I see the wake scanners value when interdicted to normal space and the opponent tries to run but that's not necessarily how I pictured a wake scanner to work. I don't think the Wake Scanner should be automatic with unlimited range either.

I'm not whining I can change my playstyle and drop to regular space to scan and deal with it but just wanted to chime in on the conversation. I missed other discussions so sorry. Reducing fuel and repair costs while having these utilities operating like this is just "lol" though. Another reason I feel there should be a change to the Wake Scanner has to do with the Interdictor being an Internal component while the Wake Scanner consumes a Utility Mount. Sometimes I feel like it should be the reverse. As it stands the guy using the Interdictor has a mechanical advantage if they opt for boosters,chaff, etc and don't carry a Wake Scanner but the guy getting interdicted carrying the Wake Scanner/KWS is at a mechanical disadvantage while still trying to follow a bunch of wacky rules for scanning. I know #smallshipproblems QQ...

So before I don't buy a Kill Warrant Scanner... let me get this right, it consumes a Utility Mount AND it has a limited range, instead of consuming a Utility Slot and being hardwired into the normal scanner, why? If KWS automatically notified any Law Enforcement AI in the system to approach the scanned target that would be very powerful and I could understand the reason for a limited range but if it's just for personal info why have limited range? I'm assuming the KWS can only be used outside SCruise also, lol? I'm all for prioritizing new content over reworks but I don't think these scanners should be ignored in their current form. I am having trouble justifying their utility value over Shield Boosters,etc. I see how it increases the value of RP'ing a Utility ship in a wing though.
 
Wake scanner as designed right now doesn't need SC scanning. It's purely a pve piece of equipment, useless for pvp. NPCs don't jump in SC, so no, it doesn't need it. Now, if you wanted to make it a pvp piece then you need the scan time shortened considerably. And add SC scanning.
 
I question the idea FD have designed anything to be intentionally pve only.

Are we sure npcs don't jump from SC? I was pretty sure I saw that happen, now someone says otherwise I'm not certain though. Seems a bit odd though.

I guess I will cave in and finally figure out how to submit a support ticket as I am far too curious about FD's intent. Though I am fairly confident this whole thing is just an oversight, if not in the scanner not working in sc, then at least in that the wakes instruct you to scan them when it is impossible to do so. Though I prefer the former.
 
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