RES are back! <3 FD

Intensity levels mean more ships in general, Security Level of Systems apparently dictates how much Security Spawns there SUPPOSEDLY. But so far from what I have seen was that Medium Security Systems apparently give the best spawn with High Population, but I haven't tested this out further because I want a developer to atleast explain this.
 
I thought that high intensity was supposed to mean more pirates, but nothing to do with their combat level. (low intensity, less pirates + authority ships).

Or did that change?

Think Michael Brookes said the high normal and low description indicates the skill level of npc you should find in the belts.

They've not changed for me only see small stuff low skill level
 
yes it was changed. At least for Res sites it refers only to skill of the bad guys.

Only it really still doesn't. Rank bug has been fixed but the game doesn't really respond to your activities in a res site. There is no real pirate response to you killing a bunch of pirates. The ships tend to be small (even considering the RNG nonsense). Also, the volume of pirates is very low.

Bounty hunting is still neutered. I'm not even referring to credit income rate, it's just not entertaining. Pirates need to respond to a bounty hunter. The current barely ever winged sidewinders and eagles getting generated (especially in the low volume numbers) is pointless. Might as well make RES sites devoid of any npcs.
 
Not working for me, tried at least 5 different systems with High RES, nothing. Some addlers, cobras, eagles, vipers. Nothing else. And they spawn VERY slow.

How do you find good ones?

The same for me...I've been all over the place, tried about 10 systems now and just getting the usual small fry fest...just unlucky I guess - there seems to be a huge diversity in people's finding on this, in this thread and the previous...
 
Last edited:
We all need to combine our efforts and get an answer from a developer about this crap -_-

I'm on my way to try the on in Dvorsi and a couple of the others people have suggested work, to see if this is something just affecting me. (some players)..will keep you posted
 
Last edited:
Im trying multiple systems and multiple resets, I noticed that lower security doesn't influence better spawns instead i think they influence worse spawns.
 
Im trying multiple systems and multiple resets, I noticed that lower security doesn't influence better spawns instead i think they influence worse spawns.

I find the mystery element of this whole thing really frustrating. We don't have the tools to systematically test what variables have the biggest impact on spawns. It's a pointless game of trial and error with one hand tied behind our backs. It should be possible to figure out, intuitively, where to go to find big-game, and it should be risky but profitable when you get there. We're just trying to reverse engineer the spawn algorithm. This is not a fun meta game.

I've tried medium sec, high pop, pristine rings. I've tried systems with high pirate faction influence. I've tried anarchy systems, independent systems, allied systems. The random nature of spawns makes it impractically difficult to figure it out through experimentation. You'd have to spend a decent amount of time in the spawn site, rerolling over and over, just to get a decent idea of the "average" spawn for that site. You'd have to come up with stuff to measure, like number of pirate ships, size of pirate ships, bounty on pirate ships, wings or not wings, time between spawns, etc. Then you'd have to just change one of the original system variables (like security rating, for instance) while keeping all others the same, and repeat the exercise. Just finding candidate systems, given we can't search for places with low security rating, or civil war, or high pirate faction influence, is a hampered, frustrating exercise.

it shouldn't be this hard. It shouldn't feel like blind luck and random chance as to whether we get decent spawns. I literally have no idea where to go, system-wise, for some decent BH action. I feel like I'm trying stuff at random, getting a decent spawn one night, convincing myself it's all about "property X" then going back to square one the following night when i get nothing but sidewinders.
 
I just play, when i'm bored then i reset NPC spawn or change RES location, go to another.
Also i avoid dark side of the planet, so of 3 RES sites, one is in dark, other two are in daylight - playable - less dangerous.
 
Last edited:
I find the mystery element of this whole thing really frustrating. We don't have the tools to systematically test what variables have the biggest impact on spawns. It's a pointless game of trial and error with one hand tied behind our backs. It should be possible to figure out, intuitively, where to go to find big-game, and it should be risky but profitable when you get there. We're just trying to reverse engineer the spawn algorithm. This is not a fun meta game.

I've tried medium sec, high pop, pristine rings. I've tried systems with high pirate faction influence. I've tried anarchy systems, independent systems, allied systems. The random nature of spawns makes it impractically difficult to figure it out through experimentation. You'd have to spend a decent amount of time in the spawn site, rerolling over and over, just to get a decent idea of the "average" spawn for that site. You'd have to come up with stuff to measure, like number of pirate ships, size of pirate ships, bounty on pirate ships, wings or not wings, time between spawns, etc. Then you'd have to just change one of the original system variables (like security rating, for instance) while keeping all others the same, and repeat the exercise. Just finding candidate systems, given we can't search for places with low security rating, or civil war, or high pirate faction influence, is a hampered, frustrating exercise.

it shouldn't be this hard. It shouldn't feel like blind luck and random chance as to whether we get decent spawns. I literally have no idea where to go, system-wise, for some decent BH action. I feel like I'm trying stuff at random, getting a decent spawn one night, convincing myself it's all about "property X" then going back to square one the following night when i get nothing but sidewinders.

Exactly and Im trying my hardest to get a proper answer and we can't get one.
 
I'm in a system with a single High Intensity RES. When I initially entered the RES it was spawning small deadly/master etc ships. I logged out, logged back in and it started spawning larger deadly/master ships like the imperial clipper, python etc. No condas yet but still fairly good bounties.
 
I know it's a bit off topic but could someone explain the rules of engagement in CZs and RESs please? Thanks
 
CZ's ROE: you can engage upon declaring a faction
RES ROE: Engage upon scanning a threat. Watch your fire you can still pick up bounties, they only last 9 minutes though should you accidently tag someone.
 
Last edited:
CZ's ROE: you can engage upon declaring a faction
RES ROE: Engage upon scanning a threat. Watch your fire you can still pick up bounties, they only last 9 minutes though should you accidently tag someone.

Thanks for that, apreciated. Do I still need to KWS all my targets in RES?
 
quote_icon.png
Originally Posted by Fixius

Thanks for that, apreciated. Do I still need to KWS all my targets in RES?

You need one if you want bounty raised by double or less.
Trust me, item is OP.
 
Last edited:
This RNG nonsense has to stop with the game. It's nice for beta and alpha testing but has no business being in the production game.

High, low refer to skill with res's. not intensity.

Intensity should be a product of system security and roid field richness.

So, low security, rich roid field , high RES == high ranked significant pirate presence.

No silly RNG nonsense. What happens is you start with your base spawn depending on the above and if you start offing pirates rather than pay them, they get harder (wings, higher skill, better loadouts). Not necessarily scaling to larger ships that you would not expect pirates to use but maybe larger wings and better ai skills. This eventually culminates in either the pirate wings being destroyed and thus beginning a cool down where pirate activity starts back at the base or you are run off by the pirate gang.

Something like that. Something closer to what happens when you start killing authority ships.
 
Has anyone seen anacondas spawn in a RES since 1.3 hit? The only ones I've seen were flown by the system authorities, no pirate ones. I've had pythons, clippers, and dropships spawn, but that seems to be the limit.
 
No Anaconda's yet, have yet to get the RNG scenario of anaconda's its entirely random so.

Has anyone seen anacondas spawn in a RES since 1.3 hit? The only ones I've seen were flown by the system authorities, no pirate ones. I've had pythons, clippers, and dropships spawn, but that seems to be the limit.
 
Back
Top Bottom