Scrap the USS

The Unidentified Signal Source and how it is tied into the missions is probably the worst mechanic in the game right now.

I can get a mission to kill whoever, go to one of the systems mentioned and stay in SC at minimum speed, in a random direction and a number of USS will spawn in front of me. One of these USS will have a random NPC who by some astronomical odds will know exactly which system the target is in. I can then go to that system and repeat the process and one of those random USS will have my target in them. Its embarrassing.

Some USS will have a number of ships flying in some random direction for some unknown reason. Why? It would take them days, weeks, years to get wherever they are going. Why be in normal space at all 20k ls from the closest station or planet. Sometimes a USS will have a few cops and a wanted ship or two, but no one is fighting unless i start a fight.

Seriously, the USS is a really bad mechanic which completely kills the concept of a living universe with its glaringly obvious randomness. It is pure random filler completely unrelated to anything at all unless you have a mission, then it is just senseless and illogical.

I know a very big part of the game is RNG, but please cut away the ones which are too obvious, or at least make them make sense. I cant use my imagination and pretend it is a living galaxy if it is screaming at me that it is random.

Some suggestions to make them less random:

Mission USS should spawn close or in relation to a location specified in a mission. "The target has been seen in the following systems and frequents [Insert stations or Outpostss] and preys on near-by resource extraction sites"
USS for the target would only spawn in proximity to one of the locations hinted at in the mission.

Random USS need to spawn in a context and have them contain something related to that context.

USS close to conflict zone could have stuff like a group of fighters at rallying point.
USS very close to a nav beacon could have ships that have misjumped or something.
USS close to planetary rings could have canisters with metals, a wreck and some pirates.
USS in a random location should always have an interdicted ship and a pirate/cop.

EDIT: Oh, and someone is going to say that a lot of the USS are remnants of an interdicted/pirated ship or its cargo. But i have yet to see an NPC interdict another NPC. Now that would be cool, seeing them juke in SC and then create the FSD wakes for me to drop into.


/rant
 
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IMO - the current USS encounters was rushed just to make it in time for launch that provides a band aid for content. I'm seriously hoping they get reworked soon cos if this is the game for ED, cruising at min SC, eyes glued to the Navigation panel then... I dunno but it'd be one more nail and more ammo for ED critics.
 
Ok fair comment but what would be in their place? Take them out and space is totally empty because interdictions unless you are in a Lakon crammed with gold are non existent!
 
Well, you're pretty much spot on. The OP reflects my experience with, and feelings about, USS pretty perfectly. In their current implementation, USS are absolutely terrible and, honestly, are a big part of the reason why I expected this game to get much worse reviews than it got.
 
Agreed. The combat missions should base on the mechanics of interdictions rather than USS.

USS should only be used for missions that requires points of interests (such as recovery of cargo).
 
I have to agree.

Missions shouldnt be RNG based. They should be a clear defined structure. Maybe use the radar and signel strength to find the mission spot, then drop in.

RNG is for loot, or world generation. RNG for missions is just insane.
 
I dont mind the USS if it wasn't part of a random mission spawn. If they can separate the 2 system that would work well. They need a mechanic that help you track your mission target.
 
I feel the same way. I originally assumed it was just a random encounter stopgap for beta players till the mission creation engine was done. Was a bit disappointed to still see them in release. It does cheapen the game and make it feel like the game just rolls a dice every so many units of travel and dumps a USS in your path.
 
I agree with the OP. I have enjoyed my time with ED but I am finding the USS mechanic to be game-y in the extreme. I second the above suggestions for improvement.
 
Less wedding barges, please! I hate those things. And more aggressive encounters with multiple ships would be welcome. You should gave to run from some of these things.

The only potentially dangerous one is the four asps + four sidewinders travelling together, but unfortunately they're all clean and minding their own business.
 
I have to agree.

Missions shouldnt be RNG based. They should be a clear defined structure. Maybe use the radar and signel strength to find the mission spot, then drop in.

RNG is for loot, or world generation. RNG for missions is just insane.

Because it would be so clear cut where the target would be if you were actually in that situation, faced with having to find the target somewhere in a system.

Damn near everything in every game ever made relies on random number generation. Without it you couldn't even make a game. Not even a linear one.
 
While i agree with all the op points, the other one that annoys me is when the (apparently) rng uss's AREN'T random...

this is especially noticeable when you have multiple missions on the go. I.e. If you have four haulage/fetch missions (call them a,b,c,d) and one kill mission or salvage mission (call it e) then you can guarantee that the first four uss's you drop into will be retards offering you alternate mission objectives for a,b,c and d.

Only then does the "randomness" kick in, giving you three funeral processions, two mineral magpies, one empty uss, one wedding party, and then maybe giving you the uss you are after.

How do the npc's know EXACTLY which uss to find you in, so that they may give you the alternate missions, but players can't tell the difference between a uss containing salvage goods and a uss containing a type9, four type6's and two eagles :p
 
Ok fair comment but what would be in their place? Take them out and space is totally empty because interdictions unless you are in a Lakon crammed with gold are non existent!

Not so. In systems you see all number of ships and white square boxes that you can target and scan. Incorporating mission objectives into that would be far more preferable than the current USS objectives.

Imagine jumping into a system, then trying to actively hunt your target by actually looking and scanning each ship or wakes. You find your target but he wants to flee! He jumps to another system, you scan and follow and the hunt begins again. You catch up, manage to successfully interdict and the fight is on!

Compared to -

jump into a system, set SC throttle to minimum and wait for the USS to spawn 400 km you, drop to see if it's your target, nope, SC out to minimum, wait for the next USS to pop right in front of you.
 
They could have been a great way to add "life" to the world if they were well designed..at the moment its very crudely spawned npcs lacking context. I always wonder what the point of the nav beacon is? why are there random ships aimlessly floating around? I often just get 1 ship just flying by...not even wanted. It'd be cool if there were "trader" ships doing deals where you could offload smuggled goods, or "special" contracts you could get from the npcs you find here. Atm its just an increasingly tedious and frustrating process to slow down, jump in...realise theres nothing of value in the instance...charge, countdown, jump out ... repeat.
 
Because it would be so clear cut where the target would be if you were actually in that situation, faced with having to find the target somewhere in a system.

But somehow it's easy to aimlessly fly around in space for a few minutes and come across SOMEBODY who happens to know in which system to find your target - and just so happens to feel the irresistible desire to tell you, although they don't know you, even though you didn't ask. And then you aimlessly fly around in space for a few minutes and you JUST SO HAPPEN to find your target. Is that more realistic to you than, say, the person on the station telling you that they've been tracking the target for X weeks now and they have reliable info that they've just recently been seen in System Y near planet/station Z?

The current system is nothing short of an insult to anyone who may care about immersion or some semblance of realism.

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I always wonder what the point of the nav beacon is? why are there random ships aimlessly floating around?

There does not seem to be a "real" reason. They're just there so people can bounty hunt or pirate them, that's it. Nav beacons serve no other purpose than to give us players a place to look for a fight.
 
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