USS and what is needed to make missions immersive

It feels like FD took the fixed Point of Interest code from early PB (for combat zones and Resource Extraction Sites) and harnessed it up to a random encounter table with some entries dependent on system state and player mission state. This is correct, but the current implementation just splats dynamic USS PoIs 10 travel-seconds somewhere in front of the player whilst in supercruise.

This gives rise to some rather game-y behaviour that doesn't match the believability of the rest of the environment:

Analysis of current USS implementation:
  • USS are either there, and visible, or they are not. There is no in-game rationale or mechanism for detecting them.
  • USS are unique to each player and not replicated. There can be no competition between players to reach a USS first.
  • USS spawn in a predictable location
  • USS are no longer there after dropping and reentering supercruise.
  • USS do not expire unless you leave their vicinity
  • There's a timer that waits until you have been in SC for a while before the first USS spawns, then more USSen are generated periodically. Because of SC deceleration rates, braking to visit the first USS takes a constant 45s or so from whatever velocity, so the second and subsequent USSen appear 10 travel-seconds away, i.e. close to the first one. This clustering triggers our brains' pattern recognition, and we try to make sense of it where there is no in-game reason to find. Evidence for this are forum posts where players suggest that "to complete a mission you have to go to the second USS that appears close to the first one".
  • Missions' destination systems that spawn USSen don't respect the system type. An example: on a 'Kill Pirate' mission in a zero population anarchy with no planets, you can be thousands of Ls away from a star and a USS will spawn with two pirates attacking a trader. No reason is given in the ship chatter for the trader being there. The only believable reason for a trader to be in such a system is to scoop fuel at a star, if the system is on a trade route. Otherwise, we need another reason for the trader/pirates to be there - a hidden starport or cache of pirate booty.

Recommendations to improve USSen
  • Be present on the scanner like other SC objects. Now that the SC scanner shows heavenly bodies, it should show USSen in some more or less definite form depending on size, distance and ship sensors. Iain M Banks' readers will be familiar with ships detecting expanding shells of electromagnetic radiation that could turn out to come from a battle, a wreck, or an unfortunate floating in a suit. USS should be initially visible as large but weak emission blobs, then as unresolved blips and then as hard contacts that can be locked on to. SC space should be noisy on the scanner; stars and hotter planets will belch emissions that fade out when approached instead of resolving into points of interest.
  • The same USS should be visible (subject to the above) to all players in SC in a system and change state as players affect them. Just like NPC ships. Supercruising NPCs should interact with USS too.
  • Spawn all over the system
  • Fade/expire after some timeout to reward skilfully SC piloting to a faint USS before it fades
  • Still be present (subject to above timeout) upon dropping and reentering SC.
  • Only spawn where their content has a reason to be, and the mission generator should not site missions in systems where the mission object would not be found.
  • A nice touch added recently is the NPC departing the USS scene of the crime. These NPCs should form part of the encounter. If we can find out the nature of the USS before entering it (spectral analysis of the emission signature) then player can decide whether to eg pursue a pirate or rescue a Remlok'ed victim, or look for goods to scavenge or chase a smuggler. For assassination missions, the target might actually be the ship fleeing the USS.
 
It feels like FD took the fixed Point of Interest code from early PB (for combat zones and Resource Extraction Sites) and harnessed it up to a random encounter table with some entries dependent on system state and player mission state. This is correct, but the current implementation just splats dynamic USS PoIs 10 travel-seconds somewhere in front of the player whilst in supercruise.

This gives rise to some rather game-y behaviour that doesn't match the believability of the rest of the environment:

Indeed.

In many cases, the "USS" position could be marked with FSD Wakes instead... possibly with context added when you select them:

  • Distress Signal Detected
  • High Radiation Detected
  • Weapons Fire Signatures Detected
  • Locator Beacon Detected
  • etc.
 
+rep

It's also a bit obvious, that, after accepting a "kill X entities of pirates/smugglers/security vessels/..." mission, the first USS you enter always is a lone ship offering you another option to solve it (like "kill the others instead..").

"Hey, that's an unexpected twist!" .. only once. :-/
 
Have some rep, wstephenson.

I observed these things as well and was gathering information on it to make a similar post in the future. Glad to see I am not the only one noticing the vast emptyness of USS's gameplay wise. They are all a copy of a copy of a copy. Often when I fly towards a USS, another one will spawn in the top right screen - anyone ever noticed this?
Everything in ED so far is just consisting of extremely forseable and repetetive patterns and templates.
I don't say this cause I hate the game, I say this cause I love it and there is a lot of work to be done in these areas to make Elite feel... "alive".

The longer you play, the more you will notice these details and things and the less impressed you will be by all the eye candy.

It is like with that one particular NPC sidey that spawns everytime after you jump into a system, no matter if it is high pop or deep space, there will be a ship immediately after jumping in, next to the star, cruising around...always.

Patterns... get rid of them, make Elite unique, alive and versatile, please.

Sorry for ranting...
 
Have some rep, wstephenson.

Thank you!

Often when I fly towards a USS, another one will spawn in the top right screen - anyone ever noticed this?
Everything in ED so far is just consisting of extremely forseable and repetetive patterns and templates.

That's the mathematical consequence of spawning USS 10s travel time away from the player every N seconds after the first - the closer you get to a USS, the closer to it the next USS will be in absolute distance. And our brains are basically squishy grey patterns spotting systems.
 
it would be sensible if the USS responded to in game reality. I recently took on a kill pirates mission but on leaving the starport encountered 30t of Rares that someone had dumped. I scooped them up and instantly flew 156LY to an anarchy system to sell them. On arriving I stopped at a USS only to encounter someone trying to get me to not kill pirates because they worked for him.....what you followed me all this way to tell me that?


Also what is the point of the wedding and funeral barges other than to annoy?
 
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