No need to fly around to search for USS

Just kill your engines, open your navigation panel and wait for one to pop up. Then align and disengage. There you go, no more annoying accelerating/decelerating sequences - saves you time when you're searching a ton of USS for those mission targets.
 
Yeah, that sounds about right. Also, you will sometimes find that a second USS pops up next to the first, and very often it is the mission you are looking for.
 
I do something similar, i cruise at under 5c towards a star/outpost, and just wait for stuff to pop up. Normally doesn't take too long.
 
This is my pet hate about them really. I wish they were seeded for everyone in the instance and you had to scan them down.

I also indecently wish that as a player your could sit in space and broadcast a signal that the other players could see in the same way.

Would add a delicious bit of risk that a USS COULD be a player pirate.
 
This is my pet hate about them really. I wish they were seeded for everyone in the instance and you had to scan them down.

I also indecently wish that as a player your could sit in space and broadcast a signal that the other players could see in the same way.

Would add a delicious bit of risk that a USS COULD be a player pirate.

Word....
 
This is my pet hate about them really. I wish they were seeded for everyone in the instance and you had to scan them down.

I also indecently wish that as a player your could sit in space and broadcast a signal that the other players could see in the same way.

Would add a delicious bit of risk that a USS COULD be a player pirate.

Mmh, cool idea! We could buy something like a USS Transmitter, so we can send our own Signal....
 
LOL, the algorithm is based time so sitting there and waiting is a logical part of the game.... Ruins the whole mechanic but that's what they did. Funny stuff. Makes the game look real thin.
 
LOL, the algorithm is based time so sitting there and waiting is a logical part of the game.... Ruins the whole mechanic but that's what they did. Funny stuff. Makes the game look real thin.

That's what's so weird with ED. They have some immensely sophisticated algorithms, like the one that generates the whole galaxy to scale, with all the trade routes, NPC's, etc., and then they have something as simple looking and straightforward as USS generation. These remind you it's only a game and it was made by humans.
 
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im sure they will add more randomness to the USS mechanic, like everything else in game it takes dev time, but take advantage of whats there for now. Influencing systems ( expanding the dukes of muninn is the current favourite)
 
It depends, but it's far easier to cruise at 30 km/s and jump straight into one then at higher speeds because they then spawn further away. The time between spawns seems at least semi-random but I don't think it's more than about 3 minutes at most.
 
I am hoping the current USS spawning system is placeholder, until proper missions and events generated from the background sim are in. At least it would make more sense for an NPC to be generated in a station or other system nearby when you accept the mission and fly to where you may be expecting them. Loads better than them magically appearing.
Maybe when persistent NPC's are implemented this will be fixed.
At the moment this is the one aspect of the game that does feel like just another MMO mission spawning grind mechanic rather than a manifestation of the background game universe, and for this game that is a real shame.
 
If it hasn't been mentioned yet, signal sources pop up 10 seconds away from you at your current speed. That's why they're "close" when you're going slow.
 
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