Landing pads in open play...

Station designers should review historical films 1300+ years.
Maybe they should "Galnet" (future Google?) "20th century Volkswagon parking".
 
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But maybe some don’t pay that much attention or assume that every aspect of that cutscreen equates to actual design?

It's not a cut-scene, you are moving in real time through a 3D model. The stations are clearly large enough to hold more ships than the number of landing pads, however the landing pad design is pretty clear to see. The issue with pad hogging is more of an outpost thing, moving active players into their own instance would mess up open play and private groups, and those outposts are clearly not big enough for a multi storey parking setup.
 
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They could simply re instance AFK CMDR to empty instance until he leave the station instance. If he is AFK he doesn't need other people in same instance anyway.

Hence why I earlier suggested an AFK timer like GTA. 10 or 15 minutes without any game input detected, move player to Solo.
 
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The only problem with pads is when your at an outpost. When you are at a starport, there are multiple of each pad. At an outpost, it's one medium pad, and becuase small pad ships end up only being early game (I think vulture, dolphin and DBX are the only ships which serve a purpose 'late game'), it means you always get Pythons and FDLs, FAS' and Gunships hogging the solo medium pad.

If the type 6 was a small pad, along with the keelback (and while we are at it, the type 7 a medium), we'd have more small pad ships to use instead of the medium, creating an interesting dynamics, so I take the better medium pad ship, and wait it out, or use the worse small pad ship so I can dock.
 
OK so this just occurred to me... Stored ships. They don't block pads, where do they go? They're certainly easily accessible right back to the hanger.
 
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