I think there might be a Space Loach setting the timers on these.
Always finding something to complain about lol.
Gotta churn out them threads...Always finding something to complain about lol.
I guess the alternative would be frequent crashes due to out-of-memory errors. This wouldn't be as noticeable in a pure singleplayer game, but ED isn't one.I'm not at all a fan of these timers, and I don't understand their necessity. Imagine if James Cameron found a shipwreck using his sonar and then had to tell his submarine crew, "You've got 5 minutes to get down to that wreck before it disappears forever." Just another immersion-killer for no good reason.
I guess the alternative would be frequent crashes due to out-of-memory errors. This wouldn't be as noticeable in a pure singleplayer game, but ED isn't one.
I'm not at all a fan of these timers, and I don't understand their necessity. Imagine if James Cameron found a shipwreck using his sonar and then had to tell his submarine crew, "You've got 5 minutes to get down to that wreck before it disappears forever." Just another immersion-killer for no good reason.
Would you prefer to only have a fixed set of USS available to you until you have visited all of those? I think this is a different immersion-killer if nothing happens in a (populated) system until you have cleared the map. And if new events happen but old ones remain, you only have to wait a finite amount of time until there is nothing but USSs in a system.You don't really think those USS signals have any kind of server-side presence, do you?
Would you prefer to only have a fixed set of USS available to you until you have visited all of those? I think this is a different immersion-killer if nothing happens in a (populated) system until you have cleared the map. And if new events happen but old ones remain, you only have to wait a finite amount of time until there is nothing but USSs in a system.
I guess an alternative to the number would be a graphic of the signal which loses coherence over time.
Different thing though. What we're detecting is trace amounts of energy left over from whatever created them in the first place, and energy dissipates over time (curse you, laws of physics!). So while the stuff in the Combat Aftermath (say) in theory exists forever, our ability to find it does not.
Different thing though. What we're detecting is trace amounts of energy left over from whatever created them in the first place, and energy dissipates over time (curse you, laws of physics!). So while the stuff in the Combat Aftermath (say) in theory exists forever, our ability to find it does not.
You didn't answer my question. The timer has nothing to do with server memory. It's just an arbitrary mechanic.
Given that this universe is farcically unbelievable in the first place, it wouldn't hurt to limit the timers to something vaguely achievable, instead of wasting people's time ing around with the 2D scan-a-mole minigame only to find out that you have 15 seconds to traverse half a light year in supercruise.
I quite agree.
However, it always seems that HGE's spawn with reduced time periods.
I can run across entire systems for encoded or degraded sources (with time to spare), but dutifully checking the FSS each time I leave a signal source, any HGE will have appeared with a truncated timing sequence.
I quite agree.
However, it always seems that HGE's spawn with reduced time periods.
I can run across entire systems for encoded or degraded sources (with time to spare), but dutifully checking the FSS each time I leave a signal source, any HGE will have appeared with a truncated timing sequence.
I'm perfectly happy to leave it as-is. Just because the game is unrealistic in places (because, you know, game) doesn't mean there's a good excuse to make it even more so. And it's not like the USSs that are there when you drop in are the only ones - new ones appear and can be found using the old ways.
Can be found using the old ways?
What do you mean please?:S
I am confused.*
*As usual.![]()