I can't see. The carrier layout I have doesn't view the landing bays.Do NPCs no longer interact with the carrier for anyone else while the CMDR is onboard? All I see is system security ships circling the carrier.
I can't see. The carrier layout I have doesn't view the landing bays.Do NPCs no longer interact with the carrier for anyone else while the CMDR is onboard? All I see is system security ships circling the carrier.
The same. I think someone suggested earlier in the thread that the inside of the carrier is a different instance, one in which no docking NPC ships spawn. Don't know if it's true.Do NPCs no longer interact with the carrier for anyone else while the CMDR is onboard? All I see is system security ships circling the carrier.
Same here, with Cutter (Imperial of course ...)Auto launch just failed to find the mailshot ... six times. Had to take manual control before either my shields or the exit window timer ran out.
It's got worse?
Coming up on 24 hours of radio silence.
This must the professionalism they talked up not long ago.
Oooook. Thanks and congratulations for allowing us to 'take a walk' inside our Fleet Carriers. I really liked it.Missions
- New “Protect” missions ask Commanders to defend against criminals attacking delivery routes. These missions pose a new challenge in both combat difficulty (teammates recommended) and time-response required. To account for these, factions will offer higher sums than usual.
Protect a VIP. Great proposal there. You havent played Mass Effect series then? Its full of these missions (amongst many others, as part of the story lines) and did it briliantly with out any of the clipping/performance/FPS bugs of ED.Oooook. Thanks and congratulations for allowing us to 'take a walk' inside our Fleet Carriers. I really liked it.
I also enjoyed the Protect mission (I believe I was one of the first lucky guys to get and complete one yesterday). I am a little sad because they are kindda hard to find, but that's ok. RNG, right
But now... let's talk about some discontentment regarding this new mission.
And now for a little suggestion on how to improve the game, creating at least one varation of the Protect mission:
- Your description talks about "delivery routes", while there is none. The cargo loader is fixed in the settlement, it won't move. Yep, I expected the mission would require us to escort the cargo loader from point A to point B in the settlement. Where perhaps point B would be the ship where the cargo would be loaded.
- I even expected a little more (but perhaps that's my fault for dreaming too much). I expected that after the cargo was secure in the ship we would have to run to our ships and escort it in space until the final destination (in the same system, of course). But ok... a friend of mine said "well... you know... not everyone enjoys flying a ship". So... kindda of ok. We are not here to force any player to do this or that.
Protect a VIP
That's it, and you don't even need to give a different name to the mission. It's just a variation of the PROTECT mission
- When the player reaches the target settlement, the mission starts (just like the Protect mission works now)
- The player (or one member of the team) has to find the VIP inside the settlement (settlement grounds or inside a building) and talk to him/her.
- After that the VIP should follow a route from that location to a place where a 'rescue ship' should land to pick him/her up
- Just like in the current Protect mission, hordes of hostiles will come to take the VIP down. Our mission is to protect/escort the VIP.
- Should combat happen close to the VIP, he/she would try and take cover behind objects or get into buildings (attention: these are behaviors already present in the game, so no need for big addition on the AI code, right?)
- When the area is 'clear', the VIP will resume the route to escape. Should new combat start, go back to step #5.
- After some time the rescue ship would land (before all waves of hostiles were cleared). The players would have to protect the VIP and the rescue ship.
- Even better if the waves of hostiles are kind of 'infinite'. That is, the mission ends (successfully) when the VIP boards the rescue ship. Only then the waves of hostiles stop.
P.S. - I am sorry if anyone already postted an idea like this. Should it be the case, let me know and I will remove my reply.
Try and imagine the ammount of Shield Grenades we might have to use to protect the VIPProtect a VIP. Great proposal there. You havent played Mass Effect series then? Its full of these missions (amongst many others, as part of the story lines) and did it briliantly with out any of the clipping/performance/FPS bugs of ED.
And BTW you had FULL NPC interactions and team selection for each mission.
Am i the cursed one? I can not disembark to my own Fleet Carrier. Do i have to wait FDev's fix? How a lovely...For anyone unable to Disembark on their Fleet Carriers, please trying re-logging and restarting the game client. Apologies to anyone inconvenienced or unable to resolve the issue this way. We are aware and investigating.
Am i the cursed one? I can not disembark to my own Fleet Carrier. Do i have to wait FDev's fix? How a lovely...
Quit the Desktop, restart the client, log-out from client, can not login because i forgot the my old passwordHave you tried to quit to desktop?
Someone suggested that you also try disembarking from the landing pad.Quit the Desktop, restart the client, log-out from client, can not login because i forgot the my old password, reset the password, log-in again, even restart PC... No luck
Still have NPCs landing on carrier, was watching from the commanders ready roomDo NPCs no longer interact with the carrier for anyone else while the CMDR is onboard? All I see is system security ships circling the carrier.
Quit the Desktop, restart the client, log-out from client, can not login because i forgot the my old password, reset the password, log-in again, even restart PC... No luck
Addendum: I can disembark only when I'm on the "surface" of the FC, not from the hangar.About the "Cannot Disembark" problem, yesterday was noticing this:
[...]
Maybe the FC inherit the gravity of the body it's orbiting around?
BTW: why can't I go directly to the hangar from the "Commander deck" using the "express lift"?
Landing Pads and Bridge are the exact different place. Far away each other. There is no way to elevator can reach it with up-down movementBTW: why can't I go directly to the hangar from the "Commander deck" using the "express lift"?
It ain't as express as we thought eh?BTW: why can't I go directly to the hangar from the "Commander deck" using the "express lift"?