Man I have not had so much fun in ED for ages - Evacuations from attacked stations

How does it work? When you land, do evacuees run around screaming and shouting and an external view shows them scrambling to get out of the station, and clambering like frantics into the cargohold / hatches, being blown around in explosions and dodging falling debris?

er! no, it's still less epic :p

docking .. takes a rescue mission (nothing new) leaves and returns .. many times, say it's nice a few hours .. then we move on to something else lol.

otherwise it's funny, the atmosphere, the colors, the fire, the alarms, the explosions, NPC firefighters ect.. it's to see and do once then from time to time.
 
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While I had watched videos of people rescuing evacuees from stations that were attacked, and thought it was cool. I only just got to experience this myself.
The latest attacks were very close to the bubble and only 20 jumps away (using a corvette). So I donned my VR headset, rejigged my Corvette to carry lots of passengers and heatsinks galore, and headed out to 64 Arietis.

Man! So many WOW and What The moments. I was actually sweating. We need more of these types of things where the unexpected can happen.

Bringing a corvette into a station with debris and explosions and being jostled about was intense and so exciting. Its hit and miss how intense it can be and that's what I liked.

Sometimes it was straight in and out without much more than having to drop a heat sink. Other times I had to squeeze under some debris to land or take off. A couple of times a nearby blast threw me sideways into the wall, or into debris. One time an explosion almost go me jammed in the slot with some debris. That was intense with alarms going off, over heating and wedged in tight. Loved it.

Man A day later while writing this post I am still smiling. more More MORE of these scripted situations fdev... Please. [big grin]

Off to rescue more evacuees now.
[where is it]

Yep... Entertained me for a good hour or so... But that was about it TBH!

It's a good step in a good direction, but for me it ultimately needs to be converted into a joined up walk somewhere!
 
They are already proper.

Proper in that they don't need to be a CG like our weekly CG's. They're their own, stand-alone, potentially functioning mini-event without deadline.
The volume of materials required however, and I believe it's slated to be, need adjusting, as they're quite astronomical. To the best of my knowledge, no station has been restored to full functionality since the first station was hit.

I really ought to try some of these in the Cutter. Had a lot of fun squeezing a T9 in and out of there.

I know you probably wouldn't hear them "in real life" because of the size of the ship, but I think the only thing missing from these missions is the screams of terrified passengers, especially those crammed into the economy cabins. Imagine if the screams got more frantic if you were jostled by an explosion, or clipped the station structure on the way out...

I'm sure FD have some Planet Coaster scream sounds they could repurpose for this. :D

It's not a proper scream, unless it's a Wilhelm Scream.

[video=youtube;9FHw2aItRlw]https://www.youtube.com/watch?v=9FHw2aItRlw[/video]

372 movies can't be wrong.
 
I really ought to try some of these in the Cutter. Had a lot of fun squeezing a T9 in and out of there.

I know you probably wouldn't hear them "in real life" because of the size of the ship, but I think the only thing missing from these missions is the screams of terrified passengers, especially those crammed into the economy cabins. Imagine if the screams got more frantic if you were jostled by an explosion, or clipped the station structure on the way out...

I'm sure FD have some Planet Coaster scream sounds they could repurpose for this. :D

Ahhhh.... Imagine rows and rows of pensive asylum seekers lining up in the docks and watching them file in... You, the captain keeping a beady eye on your cabin situation to make sure you don't overload the life-support and end up with 256T of animal meat at the other end.

BTW, The T10's built in refrigerator really helps with these missions... Heat sinks are almost optional with that beast!
 
I agree that station EVACs are quite cool.

I truly wish there was more "spaceship flying gameplay" in the game. Hope these station EVACs are a sign of things to come.
 
This is great, apart from the annoying bug of not being able to complete missions due to lack of cargo space. Picked up a conda full of refugees (just picked them in order - time was of the essence as my ship was heating. Didn't check for cargo rewards), and went to the rescue ship. Couldn't complete some of the missions as i had no cargo space (trying to get as many people out as possible, no room for cargo).

So in the end I had to abandon those missions, even though I was at the rescue ship where they were being delivered to. Barmy. [wacko]
 
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How about modules that allow you to spray a foam or something to extinguish the fire? 10 cutters/vettes around the station putting out the fire. That would be cool.
 
How about modules that allow you to spray a foam or something to extinguish the fire? 10 cutters/vettes around the station putting out the fire. That would be cool.

For 5 minutes until everyone starts spraying foam at each other and then inside the station and then the docking slot :)
 
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This is great, apart from the annoying bug of not being able to complete missions due to lack of cargo space. Picked up a conda full of refugees (just picked them in order - time was of the essence as my ship was heating. Didn't check for cargo rewards), and went to the rescue ship. Couldn't complete some of the missions as i had no cargo space (trying to get as many people out as possible, no room for cargo).

So in the end I had to abandon those missions, even though I was at the rescue ship where they were being delivered to. Barmy. [wacko]

Yes, that no cargo space bug is daft beyond belief isn't it! And if I recall there is no indication of the issue other than not seeing the mission to even hand the passengers in?
 
yes I liked it too,

it's the danger zone effect, this game is missing, you need danger zones by radiation and other things like the really too cold, heat like here.. corrosive area (Thargoid).. dusty area that masks the view and disturbs the sensors.. the ship's debris is unstable potentially explosive at impact, ect..

it should also be on the surface of the planets for the srv.. and I would like to see danger zones very wide and thick enough to be seen in supercruise.. solar wind.. the giant gaseous planets should also be part of its danger zones (area of turbulence and strong wind).

Spot on mate. I've been saying the same thing for years. Travel is only dull because it is missing such things.
 
There's no doubt about it that these events are superb, however I would like to see some narrative progression that involves the gradual release of more information about what is really going on. So far we've had a series of events but no real information being drip-fed to us about motives and intentions. 2.4 was supposed to be narrative focused yet I would say that it was severely lacking in meaningful narrative.

Events involving motive-driven actors don't just happen randomly, there's always a reason. If the Elite Dangerous narrrative is to be respected then we need to start finding out what these actors motives and intentions are, so we can choose how we will react. This is a multiplayer game and we are actors within it, we need to know more about the galaxy if we are to respond in meaningful ways.

The INRA bases were lore-based scenarios, not current narrative progression. I don't want everything revealed all at once, I just want to see regular drip-fed information about the intentions and motives of actors within the galaxy.
 
Yes, that no cargo space bug is daft beyond belief isn't it! And if I recall there is no indication of the issue other than not seeing the mission to even hand the passengers in?
Yeah, but the rescue ships have small cargo racks in outfitting. Not too difficult to get around, so hardly much of a bug.
 
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Yes, that no cargo space bug is daft beyond belief isn't it! And if I recall there is no indication of the issue other than not seeing the mission to even hand the passengers in?

The great irony is other passenger missions make the cargo you have to get, electable. I do not understand why Frontier simply does not warn commanders the cargo will be forfeit, but allow completion anyway. I have to presume they are either, a) refusing to accept that commodity rewards need to go, or b) unable to due to constraints in the code.

The latter is possible given it hides when materials are full as well; at least we can clear space to fix that.

It's daft that you've brought people back from the brink of death, only to be unable to hand them in because you have no space for the payment of a pallet of bricks, and even if you wanted to, the rescue ships don't always have cargo racks to even swap to, for that pallet of bricks you don't need, yet are forced to accept purely because they are part of the mission; which almost certainly will be then immediately sold or simply tossed out the airlock.

At least 3.0 will potentially allow us to elect the reward and so we don't have to accept that pallet of bricks because they're literally redundant.
 
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As the burning stations are now close to the bubble I thought I would give this a go, for the first time in playing ED I got a real sense of focus with the whole experience feeling like bit like those open-world mission based space games I used to really enjoy years ago. A great gameplay loop with the evac or salvage returning to the nearby rescue ship (very short 20 sec SC flight) then restocking limpets and heat sinks and off again. I would recommend all players to experience this.

The rescue ship has everything needed. I did run into the issue with the passenger mission completion but it is easily worked around by having at least 4/8 units of cargo space on board, so do not max the passenger cabins (no great loss). I could see in the contracts panel what the problem was and the cabin inventory screen confirmed that the passengers were still aboard so logic found the solution for me. One tip I would offer is if salvaging inside the starport with limpets make sure to leave at least 40 units of mat inventory space clear if not manually targeting.

Nice job fdev !
 
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