No Distress Signals: Potential Game Depth Lost

So I have been reading on the forums about the fact that Distress Signals used to exist in the game and it got me thinking.

Why was such a thing ever removed? It honestly makes very little sense on why something that would absolutely exist in reality would be removed from a sim. Furthermore, the potential game depth and design that it could create would be amazing. I can think of a few possibilities for the use of distress signal.

Run out of fuel > Activate distress signal
  • Good Samaritan follows distress signals, find you, refuel
  • Opportunist finds you, requires trade or payment for refuel
  • Pirate finds you, holds your life ransom, can then refuel you, leave you be, or shoot you down

Ship damaged > Activate distress signal

  • Good Samaritan
  • Opportunist
  • Pirate

Pirate activates distress signal (fake)

  • Someone follows the signal and is met with surprise

These are just a few ideas and I am sure others here could think of design elements of the distress signal that simply enhances the multiplayer aspect of the game.
 

Renso

Banned
I believe they removed it to ensure that ships wouldn't be able to explore infinitely into the extremes of the galaxy.
If all it takes is a quick distress call to fill the fuel tanks, then the virtual (and well masked) 'map limits' could be breached.
Because although we won't be likely to see the "end of map" message, it is actually there, determined by the types of stars available for refueling. Aside from the actual star distances of course.
 
If it will take a long to refuel, very long it may have sense. But apart from this option, that can be removed, basically such feature like Distress Signal have a loooot of use aspects.

Why they removed so nice feature?!
 
The problem as someone already said is that getting stranded on the other side of the galaxy just to press a magic button and some NPC travels into the unknown to bring you gas... It's just not very realistic

And as Fyrd says, scoop mate, get da scoop!
 
Because they introduced fuel scoops making Distress signals Irrelevant.

Except they don't have to be irrelevant. Far from it actually. That is the point I am trying to make. They removed it for a short sighted reason and did not look at all the actual uses of a distress signal and how it could broaden the game especially in the multiplayer aspect creating more interaction between players which is greatly lacking.

- - - - - Additional Content Posted / Auto Merge - - - - -

The problem as someone already said is that getting stranded on the other side of the galaxy just to press a magic button and some NPC travels into the unknown to bring you gas... It's just not very realistic

And as Fyrd says, scoop mate, get da scoop!

This is also why I never said an NPC could do that stuff. It was all players only.
 
Except they don't have to be irrelevant. Far from it actually. That is the point I am trying to make. They removed it for a short sighted reason and did not look at all the actual uses of a distress signal and how it could broaden the game especially in the multiplayer aspect creating more interaction between players which is greatly lacking.

I'm hoping they'll implement something like this, probably with a credit based system. If you want to use your distress beacon you'll get limited uses that can ultimately only be refreshed by helping other players, or if need be, rarely from missions. It could help not only in those situations where players run out of fuel, but also where a ship gets damaged and can't fly. If you abuse it and use it to lure people to their death, or to kill off stranded players you get banned from the distress relay system
 
Being able to emit distress signals to other players would be a good thing to enhance gameplay. Is it a pirate ambush, a potential new ally, or just what it appears to be, some poor schmo in trouble. Anything that provides a more rounded, interactive experience should be welcomed at this point.
 
I'd suggest re-implement them, but make it so there's no guarantee of a rescue.

The further you are from civilized space, the less likely you should bump into fellow travelers. This doesn't seem to be the case, as the guy who went to the super massive black hole in the center of the galaxy (Sagittarius A*), found NPCs there.
 
I'd suggest re-implement them, but make it so there's no guarantee of a rescue.

The further you are from civilized space, the less likely you should bump into fellow travelers. This doesn't seem to be the case, as the guy who went to the super massive black hole in the center of the galaxy (Sagittarius A*), found NPCs there.

I believe 100% that distress signals should be re-implemented, but with limitations:

  1. Only players can respond, not NPC, or if an NPC responds it has just as much chance of being a pirate and if it is not a pirate then it costs quite a hefty fee
  2. Distress signals can only be found on the radar when in a certain radius no larger than the system itself.
  3. Re-fueling or repairing take time, time which the distress signal is still active and a pirate could appear
    1. While re-fueling or repairing, the ships are attached. Detaching takes time or emergency detach can cause damage to the hull.
  4. Other ideas?
 
I believe 100% that distress signals should be re-implemented, but with limitations:

  1. Only players can respond, not NPC, or if an NPC responds it has just as much chance of being a pirate and if it is not a pirate then it costs quite a hefty fee
  2. Distress signals can only be found on the radar when in a certain radius no larger than the system itself.
  3. Re-fueling or repairing take time, time which the distress signal is still active and a pirate could appear
    1. While re-fueling or repairing, the ships are attached. Detaching takes time or emergency detach can cause damage to the hull.
  4. Other ideas?

Mostly agree, though I'd be surprised if they implemented a detach mechanic even if it would be more realistic. I think NPC responses should only be possible in populated space as well. That way you neatly prevent players from abusing it to explore the entire galaxy without scoops. There should also always be a fee, perhaps based on the ship size and if you used a credit model, players should get paid for offering assistance either in currency or in further distress beacon uses.

I also think a range further than the system would be best. Players in open would get a pip informing them of a distress call within x light years and asked if they wish to respond, after which they and only they get the coordinates. Failure to respond becomes a black mark, and attacking the victim also counts against them.
 
Last edited:
I believe 100% that distress signals should be re-implemented, but with limitations:

  1. Only players can respond, not NPC, or if an NPC responds it has just as much chance of being a pirate and if it is not a pirate then it costs quite a hefty fee
  2. Distress signals can only be found on the radar when in a certain radius no larger than the system itself.
  3. Re-fueling or repairing take time, time which the distress signal is still active and a pirate could appear
    1. While re-fueling or repairing, the ships are attached. Detaching takes time or emergency detach can cause damage to the hull.
  4. Other ideas?

I like those ideas. Especially that distress signals should be in-system only. Further ranges would be unrealistic, as the signal can't travel faster than light, and thus would take years to reach other systems.
 
Back
Top Bottom