[PROPOSAL] Put the Distress Beacon back but....

Why not put the Distress Beacon back but make success, less certain and raise the cost of fuel, and fine the user. Then remove the beacon automatically when you buy a fuel scoop! That way it would take some of the pain away for new players. Make their lives a little easier. I see so many posts by new players that have run out of fuel only to discover there is no reprieve but to self-destruct. It would make the learning curve a little less steep for them and make entry into the game easier. The current situation is unnecessarily punitive! :)
 
For me, a reasonable solution might be that the distress beacon create a USS around the player that others can see as normal from super cruise. An NPC should jump in after a random time between say 5 and 10 mins. The NPC will sell you Quarter of a tank for a large sum of money. During that time you would be at risk if others entering the USS and doing nefarious things to you. Could be expanded over time so players can assist rather than just npcs
 
Hey !! Don't exclude old players ive been playing for nearly a year and didnt notice its removal until well about 10.30 last night .... Im sure there is still some eranin whisky floating around lp343 or thereabouts if other unsuspecting pilots fancy a tipple allthough i did drink a few cases before pushing the button.
 
Correct me if I'm wrong, but there's nothing we can do to help someone who's run out of fuel?

That's correct, we can't right now, but that could be changed through updates over time. The idea was to get a mechanic that supported it, even if only NPCs did it at first.
 
Being able to help out stranded players would seem, on the face of it, a welcome alternative to open play and part of the value in having multiple players in the universe. While any such mechanic can be exploited, it's no worse off for the player out of fuel than exploding anyway.

Running out of fuel spawns you into a USS. What happens after that depends on how much effort Frontier want to put into the mechanic. Right now fuel isn't cargo and refueling in-flight doesn't exist. We could:

* Have only NPCs show up, do some custom 'hey we'll refuel you for X credits' magic and done!
* Have players transfer some of their own fuel to help out, for a charge (perhaps custom), and the player has to get close for in-flight refueling to occur, drop shields perhaps etc. Risk to both parties, especially if trust is not high.
* Introduce some notion of cargo->fuel transfer (there is hydrogen fuel cargo) and you have to pick up jettisoned containers (sublight fuel being infinite), and the fuel can come from NPCs or players. Less overall risk but uses more existing mechanics.

Personally I'd flag the USS visibly in the system as 'player in trouble' because you want help reasonably quickly, but that again is additional work.

I toyed with the idea of rescue missions in bulletin boards, but that could take hours to fulfil.
 
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I don't have an issue with the punitive nature of running out of fuel. But I do like some of the ideas here to add the additional gameplay mechanics. More things to do is always a good thing. :)
 
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