No need to fly around to search for USS

Isn't this good for gameplay? I haven't really stopped at many as slowing down takes so long I can't be bothered. By the time I've decelerated could be docked at a station trading. With it working like this, if I ever get to load the game up sometime this year I'll start using them more. Particularly the hunt missions. Edit -loading sometime this year: not moaning about the game not working. Christmas and other stuff....

Now. On a programming note it is rather poor if it's a bug.
 
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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.

I'd say, players should be able to see you from cruise unless you used silent running. That way there'd actually be a point to the mechanic.
 
Added to this plonk yourself outside an outpost or station with a black market in an anarchy system and it gets very profitable quickly as if the USS contains cans instead of pirates you can scoop and drop them off in the black market without fear of penalties.

You will get sick of wedding and funeral barges pretty quickly though.
 
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.

That would work if the state of the whole system was held in a centrally located server rather than being generated on the client and shared with others as they join/leave the instance.

As for players creating USS - that should work under the current instance system except it seems that people in SC are in a totally different "layer" to those in real space. Seeing as the wakes already work as a "bridge" between the two layers it seems that there is a mechanism for linking the two, I'd like to hear an opinion from FD as to how much work it would be to implement it.
 
You will get sick of wedding and funeral barges pretty quickly though.

They do seem more frequent in the dodgier systems. I think if less weddings were held in such 'wretched hives of scum and villainy' then there'd likely be less funeral barges as a consequence. Either way it's something of a disappointment when what you hope is juicy cargo waiting to be scooped turns out to be another placeholder.
 
Isn't this good for gameplay? I haven't really stopped at many as slowing down takes so long I can't be bothered. By the time I've decelerated could be docked at a station trading. With it working like this, if I ever get to load the game up sometime this year I'll start using them more. Particularly the hunt missions. Edit -loading sometime this year: not moaning about the game not working. Christmas and other stuff....

Now. On a programming note it is rather poor if it's a bug.

Indeed. I like the FSD system, but when you have to go through hundreds of USS, the approach bit becomes really tedious. I think this implementation is mostly the result of time constraints. They had to say "good enough" and cram it in at one point.
 
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.

Right on. I was both disappointed and a little bit sad when i first saw this. Did not bother to moan on the forum about it because it could be you guys wouldn't notice :p

But yea.. This really demonstrates the lack of logic/quality this game suffers. (Still playing it because of the drool effect ED still has. But it will not last)
 
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