USSs are not working as a game mechanic for me; the FD intention is to provide travel encounters and locations for missions but USSs are not a natural method of achieving this in my view, they look like buoys fixed in the ocean rather than flotsam and jetsam you just come across.
I would prefer a mechanic where your ship's collision avoidance system operates when it feels some mass is hazarding your ship - where it detects something ahead of your SC path and slows you or drops you out of SC. to me this would form a more natural method of coming across a random event. In the very oldest elite you would mini-jump in from the local star and would be dropped out whenever one or more ships were on your path (at which point combat might occur if they weren't friendly). The rate of randomness would be dictated by the local system governance, anarchies would provide a lot of encounters with pirates (and other stuff liked wrecked ships) and safe systems very few encounters.
Mission objectives should be located around locally known destinations (found by asking at the local ports), like the far side of a moon or a wrecked imperial warship orbiting planet A.
NPCs should be more numerous, more hostile and tougher dictated by the governance of the local system. In safe systems; encounters are generally friendly with the occasional attack (fast police response). Anarchies, either continual attacks from lone wolves and small groups or single coordinated attack from a large ship (Python or something) and group of smaller ships (maybe up to 12 at a time) - in an anarchy you can expect no help from the authorities except very close to the station. Getting cargo into an anarchy should be a huge undertaking but with the upside that the station there will pay 3+ times the going rate.
I'm not a fan of supercruise either but that's enough text for one post.
Anyway, just a few ideas to spark some debate.
I would prefer a mechanic where your ship's collision avoidance system operates when it feels some mass is hazarding your ship - where it detects something ahead of your SC path and slows you or drops you out of SC. to me this would form a more natural method of coming across a random event. In the very oldest elite you would mini-jump in from the local star and would be dropped out whenever one or more ships were on your path (at which point combat might occur if they weren't friendly). The rate of randomness would be dictated by the local system governance, anarchies would provide a lot of encounters with pirates (and other stuff liked wrecked ships) and safe systems very few encounters.
Mission objectives should be located around locally known destinations (found by asking at the local ports), like the far side of a moon or a wrecked imperial warship orbiting planet A.
NPCs should be more numerous, more hostile and tougher dictated by the governance of the local system. In safe systems; encounters are generally friendly with the occasional attack (fast police response). Anarchies, either continual attacks from lone wolves and small groups or single coordinated attack from a large ship (Python or something) and group of smaller ships (maybe up to 12 at a time) - in an anarchy you can expect no help from the authorities except very close to the station. Getting cargo into an anarchy should be a huge undertaking but with the upside that the station there will pay 3+ times the going rate.
I'm not a fan of supercruise either but that's enough text for one post.
Anyway, just a few ideas to spark some debate.
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