So the current implementation of USS do a few things:
A) They provide for randomized content outside of the permanent locations in a solar system.
B) They provide varying amounts of random content based on system population (USS spawn is much slower in some systems).
The current system accomplishes those goals. However, it can be irritating too:
1. The most effective method to get into a USS fast is to slow to minimum speed and wait for a signal to spawn right on top of you. Really it feels kind of dumb that you can find signals fastest by exploring the least.
2. Waiting for USS to spawn can be particularly unenjoyable, not just because you have to wait an indeterminate time for the next, but also because you have no feedback on when you're going to get a signal. It's waiting without even feedback on how long the wait will be.
What about a system that accomplished points A and B without having the irritating factors? I would propose something like this:
Add a new keybind for 'scan for signal'. This would be a function of the basic sensors, so not something you need to buy specifically. It would work like a discovery scanner - you scan at a point in space, and you find one or more 'signals' in a spherical volume of space surrounding you. This helps keep signals somewhat near the player without spawning on top of them. Higher population systems would have a greater signal density, so the closest signal would be nearer to you. It makes it seem like signals are truly scattered about the solar system, not all stacked on top of the tiny little piece of space you happen to be idling at.
Rather than time being consumed waiting for signals to spawn, you have a fixed length of time spent scanning (10s?) and then the rest of the time is spent moving to the signal. You could even tweak it such that it takes about the same time as now to get into the next USS, but now you give the player feedback on how long that will be - you can watch your progress to the destination, rather than simply waiting for something to happen.
Those wouldn't be major gameplay changers (players would get about the same number and quality of USS) but would make the process of USS hopping more enjoyable.
A) They provide for randomized content outside of the permanent locations in a solar system.
B) They provide varying amounts of random content based on system population (USS spawn is much slower in some systems).
The current system accomplishes those goals. However, it can be irritating too:
1. The most effective method to get into a USS fast is to slow to minimum speed and wait for a signal to spawn right on top of you. Really it feels kind of dumb that you can find signals fastest by exploring the least.
2. Waiting for USS to spawn can be particularly unenjoyable, not just because you have to wait an indeterminate time for the next, but also because you have no feedback on when you're going to get a signal. It's waiting without even feedback on how long the wait will be.
What about a system that accomplished points A and B without having the irritating factors? I would propose something like this:
Add a new keybind for 'scan for signal'. This would be a function of the basic sensors, so not something you need to buy specifically. It would work like a discovery scanner - you scan at a point in space, and you find one or more 'signals' in a spherical volume of space surrounding you. This helps keep signals somewhat near the player without spawning on top of them. Higher population systems would have a greater signal density, so the closest signal would be nearer to you. It makes it seem like signals are truly scattered about the solar system, not all stacked on top of the tiny little piece of space you happen to be idling at.
Rather than time being consumed waiting for signals to spawn, you have a fixed length of time spent scanning (10s?) and then the rest of the time is spent moving to the signal. You could even tweak it such that it takes about the same time as now to get into the next USS, but now you give the player feedback on how long that will be - you can watch your progress to the destination, rather than simply waiting for something to happen.
Those wouldn't be major gameplay changers (players would get about the same number and quality of USS) but would make the process of USS hopping more enjoyable.