Unidentified Signal Beacons

Ok after some goofing around it looks like there are lots of people who don't understand what's going on with this game in terms of areas and encounters. It seems that when an area is empty, it resets and can spawn an encounter. When players sit there after an encounter...it just sits there doing nothing forever. For example, Unidentified Signal Beacon, I drop out of superdrive and there are a couple sidewinder npc's I blow them away, I jump back into superdrive and fly away a few thousand clicks and turn around anc come back and drop out and there is a huge pile of npc ships, 3 lakons..a bunch of smaller ships some of which are attacking an clean anaconda...I take off in superdrive and do the same thing and drop out and there are 3 cobra's wanting to attack, same thing and drop out and there is a beacon sitting alone in the quiet of space and I stop and have a snack and check my modules. It seems clear that when all the players leave that area, it resets and if they stay there it will not. FYI ) I am pretty new, so if anyone would like to correct me if this is not the case, please do )
 
When you enter Super Cruise, you effectively leave that instance dead as no one else is in it to support it, as you SC back it creates a new instance and new spawning rules are generated.
 
This isn't a very respectful way to go about things from a lot of people's point of views, though. It's easy to just SC out/in to change the event to something that nets money
 
This isn't a very respectful way to go about things ..
Please explain why this would not be considered "respectful", I am somewhat new here so I may be missing something obvious. How is using the game mechanics disrespectful? To me it seems to be a good use of time and the game engine. In my game theory :) every time you come out of SC you are in a different part of space anyway and since space is so "big" who is to say that another encounter is not their waiting to entertain you?

But please explain your point of view
 
I think the unidentified signal sources won't exist as they do now in the final game. I think they may be representing mission scenarios and a contact will eventually hire you to go there (giving you details and access to the scenario for one time maybe), you may see other players there (maybe taking a different mission in the same scenario) but once you are done you are done.

In any case, I doubt there will be constant signal sources available all the time in the same place where you can just hop in and out all day and see something random happen. The dev builds include this to test the encounter mechanics.
 
let me take this chance to give an advice which can help to spawn new scenarios with even 2 or more players:
instead of jumping-in and out in less than 10 seconds, better fly around the signal source in SC for 30-60 seconds - to give other players a chance to notice that players are leaving and jumping back in.

btw: a few times already i recognized some canisters of personal weapons respawning, its more than enough for everyone to harvest!

edit: my speculation is that its either the servers reacting a little laggy sometimes (to trigger the scenario-creation), or that "new event" including its type, gets called by a player.
i doubt its creation is client sided, since there are new wares being spawned which i didnt notice before - without a client update - its the servers = if creation of new events lags, do longer trips. if there are more players, give them a chance to fly around (do the same), and hope that we succeed.
 
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^^ What ZeeWolf said.

They're there to give us something interesting to go and look at, as well as exercising some of the encounter generation. Once the encounter/mission is over then the "marker" might be expected to go away as "completed".

One gameplay mechanic is for missions and encounters given to other players in a system to appear on my contact list as "an unidentified signal" which I can then investigate. Several players can then pile in and assist/disrupt a mission depending on alignment to factions etc. It brings players together in the vastness of space.

:cool::D or :eek::mad: depending on your PoV :)
 
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One gameplay mechanic is for missions and encounters given to other players in a system to appear on my contact list as "an unidentified signal" which I can then investigate. Several players can then pile in and assist/disrupt a mission depending on alignment to factions etc. It brings players together in the vastness of space.

Said signal will not show until the player, whose mission is assigned to, creates the instance by entering it. As such, they will be limited to the duration of the instance while the (mission assigned) player is in it, and will disappear from points of interests if other players take too long to 'join'.

;)
 
Please explain why this would not be considered "respectful", I am somewhat new here so I may be missing something obvious. How is using the game mechanics disrespectful? To me it seems to be a good use of time and the game engine. In my game theory :) every time you come out of SC you are in a different part of space anyway and since space is so "big" who is to say that another encounter is not their waiting to entertain you?

But please explain your point of view

It's not my point of view, I feel like I explained it as much as I could. It takes immersion out of the game, but as others have pointed out above me it's just for beta purposes
 
Said signal will not show until the player, whose mission is assigned to, creates the instance by entering it. As such, they will be limited to the duration of the instance while the (mission assigned) player is in it, and will disappear from points of interests if other players take too long to 'join'.
:cool:

I was kind of expecting this, though I'm not on the DDF to see the more detailed discussion. :)
 
Mazhurg is correct, these are purely there to emulate mission types until the mission system is implemented.

The scenario will not change until all players have SC'd out of an instance. Then it will die and a new one will be generated for the first player who drops back in. All subsequent players will then join that instance.

So if you are sitting round shooting pirates for £500 credits a go, don't be surprised if a player who would rather collect 3-4 canisters of personal weapons in the same amount of time and net nearer £7,000 credits gets fed up with you locking the session and starts shooting at you.

I have seen this happen a number of times and have been tempted to scare players off myself but have not resorted to this so far. It gets frustrating to SC in and out for 5-6 times and still be faced with one player chasing cobras or eagles one by one.

Also bear in mind most scenarios only seem to spawn canisters 2 - 3 times. They seem to become expended so need then to be refreshed.

Finally this is a beta feature, it's so bad because the markets are screwed and it's the best way to make money at the moment. Hopefully with more systems and more balancing coming next week it won't be as bad. But I wouldn't hold your breath. ;):)
 
I think the unidentified signal sources won't exist as they do now in the final game. I think they may be representing mission scenarios and a contact will eventually hire you to go there (giving you details and access to the scenario for one time maybe), you may see other players there (maybe taking a different mission in the same scenario) but once you are done you are done.

In any case, I doubt there will be constant signal sources available all the time in the same place where you can just hop in and out all day and see something random happen. The dev builds include this to test the encounter mechanics.

Indeed. Looking at the code you'll see Multiplayer Scenario #'s and listings of the ships that will appear. I think the game essentially rolls dice to generate which scenario you get at the destination.
 
I've kind of taken it that the beacons act as repeatable side missions within ED. Sure, it's a but gamey considering the more simulation-heavy bent the rest of the game is taking. Still, once the rest of the game is in place we will be free to take or leave these things as we see fit.

The only thing I do hope is that as a mechanism the preponderance of unidentified beacons within the full game is much less than we are seeing right now (read, I expect this to be the case). It would seem a tad odd if every step you take around the galaxy is accompanied by groups of anonymous NPC pilots with targets painted on their hulls, inviting your assistance with their demise. Now and then... sure, but too much and the galaxy will feel more like Mario in space than the living world we all want to see.
 
I've kind of taken it that the beacons act as repeatable side missions within ED. Sure, it's a but gamey considering the more simulation-heavy bent the rest of the game is taking. Still, once the rest of the game is in place we will be free to take or leave these things as we see fit.

Once the rest of the game is in place, and probably long before then, these beacon sites will cease to exist, at least in their current form. They are only there as a way to generate events until the more complete mission generator is implemented.
 
These sites are a good example of how our developers are awesome. They are interested in creating a universe with lots of things to do, and so in the beta they are making sure there's some variety. Contrast that with another exciting beta, Rust, where the devs don't have alpha/beta fun as a necessity.
Love these guys!

I read through all the posts describing the mechanics of exploration and missions etc, and I'm super pumped about what I see.

I think the Unidentified Signal Sources will still be in the game, but they'll be something that you find when you scan down the system. Also there was talk about how a players heat signature (to the left of the radar display) would make them more or less visible to scanning players, the way we are finding there Unidentified signal sources.

P.S. I'm playing in Oculus Rift and you should all buy one. Immediately. (DK2 I mean)
 
So I popped out to the unidentified signal source near a space station I was repairing at and found a clean anaconda being attacking by wanted ships so I started ripping up the wanted scourge and picked up a couple cargo of liquor and when I turned around to see the anaconda, it was now listed as wanted? So I blew it away and had 12 reactive armor cargo floating outside my cockpit window. I scooped and scooped and only destroyed one due to excitement. I had some damage as well and used my afm to fix everything I could and then blasted back to the station to meet my old friend slinky at the black market for a trade. Booyah!
 
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