News Removal of 'UA Bombing'

Sad.

A reminder that toxic waste is still a largely unexplored tool.

Bit of a tangent... but...

Now that these goods are legally able to be sold on the market, and they no longer have a shutdown effect, I really, really hope this is paving the way for us to...

*FINALLY*

...get missions to salvage or transport this sort of cargo on the regular, or toxic waste, or other cargoes which cause internal system damage over time (unless you deck out to the hilt with CRCRs, which is just inefficient)

As someone who's happily hauled over 20 UAs at a time with no CRCR (If you don't realise, 20 Thargoid items is enough to one-shot your canopy and put you on the clock for getting to the destination, notwithstanding other system failures).

A->B cargo hauling bores me to tears, but I get why it's in the game, and I get people enjoy it, and I'm not asking for that to disappear. Pirates interdicting you for cargo is one thing, but if the cargo itself is fighting against you, well, it needs a whole different setup particularly if you're planning to go long range.

So FD... if you want to salvage something from all this... make these sorts of missions happen. Or even better, general missions to get Thargoid Hearts or Tissue Samples, but that's a whole other bag of stuff that could spice up mission types.

(And no, that weird Palin mission when you rock up at Maia doesn't count. Lets see these crop up on the boards in, say, any High Tech economy)
 
UA bombing was always an absurd unbelievable dynamic. Thargoid sensors are big, they are not something you could offload in quantity and not be noticed. Nor could they be stored in mass in a station without attracting the attention of station personnel. In any realistic scenario they would simply be confiscated by security and removed from the station. In a universe where the station kills you for loitering, are we really supposed to believe that station security would stand around and do nothing while a station was literally rendered inoperable? It is good that the UA bomb feature has been removed and replaced with a trade dynamic. It is far more believable. I understand the argument from people who want to negatively impact enemies or shut down certain CGs but other ways must be found. This was always a clumsy and poorly thought out and wholly unbelievable dynamic.

Where ever you stand on this issue, the decision has been made so there is no sense "crying over spilled milk". If enough players want a way to oppose CGs or directly attack another faction outside the current BGS limitations then those intentions need to be expressed to Fdev as feature requests.
If any of your reasoning were valid, it would apply to all smuggling and black markets across the board. If UA smuggling is something the authorities could easily control, then they would be able to do this for the entire black market. It's worth remembering that these stations are truly huge sprawling city-sized structures with dense populations aligned to different factions that are at odds with each other. It's almost certainly a continuous state of barely contained chaos at the day-to-day "civilian" level. The Authorities are not particularly authoritative. Once something is docked and through the mail slot it's pretty tough to control - which is maybe why they're so trigger happy at the front-end. The mission board openly advertises work-for-hire opportunities, posted by openly criminal gangs, to assassinate members of the faction that is actually in charge of running the station. If that's a thing, there's NO WAY they can prevent and track a shipment of UAs once it gets past the entry scan.
 
I never used it, but think it's a terrible decision to remove it completely. It could have been fleshed out, but nope.
A simple, direct way to someone to play anarchist/terrorist *poof* gone. Or a group at war.
I believe THE mistake made was the implementation of resistant cargo racks.
I always pictured someone running these things should end up like Dr. J. Frank Parnell from Repo Man.
 
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Jane Turner

Volunteer Moderator
I never used it, but think it's a terrible decision to remove it completely. It could have been fleshed out, but nope.
A simple, direct way to someone to play anarchist/terrorist *poof* gone. Or a group at war.
I believe THE mistake made was the implementation of resistant cargo racks.
I always pictured someone running these things should end up like Dr. J. Frank Parnell from Repo Man.


Yes..... keep it like it was before the 1st nerf but make delivering UA a complex process logistically.
 

Deleted member 115407

D
Seems it would have been cooler if there were player-based mechanics to make this happen at individual stations. Like a "UA hardened" stat that could be advanced/degraded by player actions such as supplying materials, running missions, or a combination of whatever.

Folks could then have something to work at to reinforce or undermine their stations of choice, and it would have added an additional layer of gameplay and complexity to the galaxy.

Why just the mass removal of the mechanic, when it could have been so much more?
 
Because your only incentive to play is to throw wrenches into the efforts of others? Sheesh. What a boring and hollow outlook on life.

Probably the same kind of people who wait outside stations or near CG’s just to kill - and who get a kick out of listening to youngsters cry over the mike.

Being a proud part of the Enigma Expedition and having watched how a group of lowlifes tried to ruin a sick mans big moment with UA bombing I am 100% behind this decision!
 
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Shame on FDev. They stop cool features and bring us improvements in boring features like mining and exploration.

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