I can get on board with both of these ideas. In fact, let me "lock on" to any signal source received via. comms be it a distress call, or just some friendly banter between traders.
IMO USSs need to be ...
1) persistent: as in they come into being for everyone to potentially see, and exist for a set time appropriate to their type (see 3).
2) relevant: should make sense in terms of location and system economic, political and military disposition.
3) discrete situation types: e.g. distress calls, hazard signals, ad hoc small outposts (e.g. pirate lairs, trading posts, black marketeers), telemetry (black boxes/ship wrecks)
4) interactive: any action you take in the USS (such as destroying faction assets) should be fed back into the background sim, which may in turn influence future USS generation (see 2).
However I consider even this to be a stop gap measure. Eventually such generated events should at least in part be replaced by real events i.e. a "distress signal" comes about from an actual pirating incident involving persistent NPCs (and players or course), ditto for ship wrecks.
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