The RNG nature of the USS timer and waiting ... waiting and waiting for a specific type of USS to appear.
In this instance I'm talking about super-rare UP USS spawn of course. UA spawns is the other edge-case. Or AI relics .. or ...
It's still dreadful having to idle around doing absolutely nothing.
I hate this ... and still I have to go through with it to follow certain paths ingame.
I have no idea whether it's minutes, hours (effectively days) until I reach my target.
I do like dedicated role-play though, but I have no way of influencing progress or applying my own skills to speed up the progress.
There's no way ingame to gain more skills for said mechanics either, except patterns analytics of you care about it.
USS, What works:
- Direction based popup, having to navigate a tad to get it in front of you to scan it. Good. Active gameplay, still while not frustrating having to turn 180 deg. to scan something. Balanced.
- Distance based popup, depends on distance. Good, active mechanics. Player is in control of the distance they wish to work with. Balanced.
- Content information, USS type. It's ok, you do get some information about the type when you scan it and can start making decisions.
EDIT: - Audio Tick when discovering a new USS. Notification, it's ok although it's the same tick as any other notifications. Could improve.
USS, What's not working:
- Local Area-based popup. There's no way to tell whether you're in a sweet-spot or not. Luck-based, or forum-knowledge based. Bad, bad bad bad bad.
- Time-based popup. There's no way to tell whether you're scanning for a super-rare, medium or common type and how far between these are.
- System-based types of USS. Invisible mechanic, awful for new players. There's no clue ingame why and how this is working. Season players will have learned this over years of play though.
EDIT: - Private instance per player, no persistent sharing with other players. Prevents working together to improve the chances of discovery.
Repeat request:
- If we were to have a scanner or some sort of device to work 'actively' to narrow down where and when to search for a USS it would allow commanders to do something instead of just idling and guessing.
I would argue that we already have too many devices to choose from already when refitting a ship, more decisions and choices may not necessarily be a good design choice.
These mechanics have to be properly represented ingame so players can learn about their behaviour as well as gaining skills for improving their chances.
Aka not having to go to google / bing to seach for a forum post, to learn more about the mechanics, whether you're a seasoned or a new player.
What not do to;
- If we're going down the route of improved scanning devices for ships, make sure you don't create 8 scanner types where commanders have to fly around and shop these, for 'flair' or 'immersion'. Will cause frustration. This is such a core mechanic you need to make sure it doesn't turn into a frustration.
- Make missions to give us more consistent USS spawn. Bad, because you force a player to go to a station and idle / relog to find the correct mission causing the same effect as idling is space waiting for spawns.
Sorry for the rant folks, just venting after some hours (actually days) on station while waiting for yet another UP ... o7
Fly safe.
In this instance I'm talking about super-rare UP USS spawn of course. UA spawns is the other edge-case. Or AI relics .. or ...
It's still dreadful having to idle around doing absolutely nothing.
I hate this ... and still I have to go through with it to follow certain paths ingame.
I have no idea whether it's minutes, hours (effectively days) until I reach my target.
I do like dedicated role-play though, but I have no way of influencing progress or applying my own skills to speed up the progress.
There's no way ingame to gain more skills for said mechanics either, except patterns analytics of you care about it.
USS, What works:
- Direction based popup, having to navigate a tad to get it in front of you to scan it. Good. Active gameplay, still while not frustrating having to turn 180 deg. to scan something. Balanced.
- Distance based popup, depends on distance. Good, active mechanics. Player is in control of the distance they wish to work with. Balanced.
- Content information, USS type. It's ok, you do get some information about the type when you scan it and can start making decisions.
EDIT: - Audio Tick when discovering a new USS. Notification, it's ok although it's the same tick as any other notifications. Could improve.
USS, What's not working:
- Local Area-based popup. There's no way to tell whether you're in a sweet-spot or not. Luck-based, or forum-knowledge based. Bad, bad bad bad bad.
- Time-based popup. There's no way to tell whether you're scanning for a super-rare, medium or common type and how far between these are.
- System-based types of USS. Invisible mechanic, awful for new players. There's no clue ingame why and how this is working. Season players will have learned this over years of play though.
EDIT: - Private instance per player, no persistent sharing with other players. Prevents working together to improve the chances of discovery.
Repeat request:
- If we were to have a scanner or some sort of device to work 'actively' to narrow down where and when to search for a USS it would allow commanders to do something instead of just idling and guessing.
I would argue that we already have too many devices to choose from already when refitting a ship, more decisions and choices may not necessarily be a good design choice.
These mechanics have to be properly represented ingame so players can learn about their behaviour as well as gaining skills for improving their chances.
Aka not having to go to google / bing to seach for a forum post, to learn more about the mechanics, whether you're a seasoned or a new player.
What not do to;
- If we're going down the route of improved scanning devices for ships, make sure you don't create 8 scanner types where commanders have to fly around and shop these, for 'flair' or 'immersion'. Will cause frustration. This is such a core mechanic you need to make sure it doesn't turn into a frustration.
- Make missions to give us more consistent USS spawn. Bad, because you force a player to go to a station and idle / relog to find the correct mission causing the same effect as idling is space waiting for spawns.
Sorry for the rant folks, just venting after some hours (actually days) on station while waiting for yet another UP ... o7
Fly safe.
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