repetitive spawning @ extraction points

Hi Folks,

I'm starting to notice a very repetitive spawning pattern in Resource Extraction points, where whenever you shoot down a Wanted ship, another one of the same type tends to spawn to replace it.

Unfortunately due to my rotten luck I seem to be getting endless streams of Sidewinders with a poor bounty on them :D

Is this a known bug ?
 
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Hi Folks,

I'm starting to notice a very repetative spawning pattern in Resource Extraction points, where whenever you shoot down a Wanted ship, another one of the same type tends to spawn to replace it.

Unfortunately due to my rotten luck I seem to be getting endless streams of Sidewinders with a poor bounty on them :D

Is this a known bug ?

Then you detect this streaming of one kind of ship (Sidewinder), go to next Extraction Point.
 
I take a break at the end of my trade loop and drop into a RES very near by and it is somewhat random. Sometimes it's just Sideys the next time it's Cobras, even had it with a few Anacondas. Instancing is Instancing, if it's small fry just leave and come back or move to the next site.
 
It's how it actually works. When you jump in a RES you get an all Cobra/sidewinder/whatever spawn row. If you're not pleased with the kind of spawns you're gettin, you can jump out and come back for a reshuffle :D
I love all Cobra spawns, as I just melt them to death with my 2beams 4cannons Asp.
Profit.

PS.
it seems to be a wierd game mechanic anyway... it needs some love and rebalance
 
It 'needs' some removing. If security has appeared in the RES (which they almost always do), wanted pilots would jump in, and straight back out.

If people want large quantities of pirates to farm, implement hidden pirate bases within rings as well as RES, along with some kind of scanner to locate such hidden activity while supercruising slowly around the ring/asteroid field. Make finding one a big deal, because now you can clear it. And most importantly, once cleared, make sure the NPCs dont just respawn there to be farmed again. Wanted pilots would not return to a base that's no longer secret. Respawn the entire base elsewhere in the ring.

Alternatively, or additionally, remove security ships from RES if pirates are present, and vice versa. Wanted people don't just sit around waiting to be killed. This would still allow for pirates to spawn in RES and harass the miners, but it wouldn't always be happening, as after a certain interval security ships would arrive to chase them off. And then be recalled to other incidents in the system. at which point the pirates could slink back in, and so on...
 
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Raises an interesting question about whether there will ever be a Combat based Community Goal. Someone posted it up this morning, its a nice idea but infinite spawning NPCs to clear a system of piracy for example, or "choose a side" style battles would get pretty repetitive unless it was coupled with something else ?

Like: Tier 1 goal - waste all the pirates and mafia clans in the system
Tier 2 goal - reestablish trade routes
Tier 3 goal - police system until SFDs are at full strength again
 
Unfortunately due to my rotten luck I seem to be getting endless streams of Sidewinders
Resource extraction points seem to come in various forms of 'intensity' (like warzones). There's the 'pure Sidewinder' zone, the 'mixed Sidewinder and Cobra' zone, and occasionally the 'Cobra and Anaconda' zone (though I haven't seen the latter one since 1.1, but I haven't bounty hunted as much since then, so they may still be around).
Very occasionally you get a wanted Type 6/7, Adder or Asp thrown in.
If you get only Sidewinders just go somewhere else or jump out and jump back in.

Since 1.1 there are also more sites which span multiple wanted ships at once (and sometimes even ships that will attack you 'unprovoked' if another ship is destroyed)

If you want tougher fish to fry just drop into a planetary ring away from resource sites (just fly really close until the texture changes so that you can see the asteroids and then disengage SC) . There you'll find a mix of Pythons, Cobras, ..
 
Raises an interesting question about whether there will ever be a Combat based Community Goal. Someone posted it up this morning, its a nice idea but infinite spawning NPCs to clear a system of piracy for example, or "choose a side" style battles would get pretty repetitive unless it was coupled with something else ?

Like: Tier 1 goal - waste all the pirates and mafia clans in the system
Tier 2 goal - reestablish trade routes
Tier 3 goal - police system until SFDs are at full strength again

Your post and OP made me wonder, why are there no conflict zones at RES or at stations? I would expect combat to take place at points of interests, not at some random empty space where no one would be interested in.

Hey lets start a war, but we better meet out in the desert so we harm no one and have nothing to fight about?


PLEASE FDEV add conflict zones at stations!
 
If you're finding nothing but sidewinders log out and then back in. Rince and repeat until you find the spawns you want.

It doesn't make any difference what ship you're in, the spawn cycles are the same. Killing 1k sidewinders in a 300 million ship is pointless so I have keep logging off until I find the anaconda spawn cycle. This can take 30 attempts but does get there in the end.
 
I've noticed this too. I usually have to hang around for a while before the constant stream starts though. I've also had situations where, over time, lots of Bounty Hunter ships spawn - i.e. others hunting Wanted NPC's in the area. I've ended up with a veritable swarm of NPC's all going for the Wanted NPC as they spawn - quite funny, but difficult to get a look in as well as being Friendly Fire bait. Regularly, one of the Bounty Hunters will tag a friendly, then end up being hunted by the others - quite funny. The flip side of this though is that I get hit from behind a LOT (being in a fast ship) when we're all chasing the same foe. Friendly Fire rules do NOT apply to NPC's hitting the player it seems. Thankfully NPC's seem to use a lot of ballistic weapons, so, with fully shields, they don't rally hurt me too much.

Scoob.
 
Slightly OT, but NPC respawns after succeeding to evade an interdiction are also too frequent, and far too near suns when exiting hyperspace.
 
Thanks for all the feedback. I've been trying to switch instances occasionally to get around this problem however if you are like me and don't have a huge amount of time to burn on "Getting the right spawns" this tends to get tedious and annoying fairly quickly :)

Personally I think the way USS/RES/Beacons work should really be expanded upon as there really is very little to do in E:D for someone like me that really doesn't care much for trading or exploration
 
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