Lt. Commander
Join Date: Dec 2007
Posts: 120
Instead of going near an enemy signal contact and automatically engaging them, can you make it like entering systems where you HAVE to click "talk to enemy signal contact".

There are a few good reasons to do this:

1) I'm tired of getting blown up because I auto-engaged into an enemy signal contact fight that is above my level (and you don't always have the option to exit to sector before getting stuck in a red alert battle that disables the exit to sector).

2) It's a waste of time to do enemy signal contacts that are significantly below your level.

3) It's a waste to do an enemy signal contact that you didn't pre-sign up for the reward for doing 3 of them.

4) Sometimes during long travels across sector maps, I alt-tab to minimize the game and check email (or the forums. :-) ) and then when I maximize, I got blown up because I auto engaged an enemy signal contact and they fired on me at will. It would be nice to just let the long boring sector travels go by while the game is minimized without risk of anything happening until you maximize the game and click on the enter system button or the warp to the next sector button.

5) It's also nice to use a long boring sector travel as a bathroom or food break without having to worry about something happening while you're away for a few minutes.

Thanks for listening. :-)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
07-27-2010, 11:21 PM
Deepspace Encounters (Enemy Signal Contacts) is on our list of things that need to be completely redone in Season 3.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
07-27-2010, 11:23 PM
Can we replace "redone" with "removed"?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
07-27-2010, 11:27 PM
They don't need to be removed. Just made so they don't suck you into them by force.

Also the Borg ones are ridiculous. Those Cubes die SO FAST. My group took out a cube in like 3 seconds.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
07-27-2010, 11:28 PM
I hope it still requires some effort to avoid them. Possibly make it an option (Allow/Disallow) predatory Enemy Signal Contacts). I sometimes find it immersive to have to pilot around them: The Federation is at War, and if a ship doesn't want to get mucked up in it, it has to plot an alternate course (just like they did in the shows, every once in a while/ a lot on Voyager).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
07-27-2010, 11:30 PM
Quote:
Originally Posted by USS Parallax
They don't need to be removed. Just made so they don't suck you into them by force.

Also the Borg ones are ridiculous. Those Cubes die SO FAST. My group took out a cube in like 3 seconds.
The cubes seem to die fast because of all the Escorts. I cannot kill one fast by any means in my cruiser. The one time I was in a mostly cruiser DSE, cubes took around a half minute to minute to destroy. However, when you've got the wolf pack of Escorts, things die FAST, cube or not.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
07-27-2010, 11:35 PM
Quote:
Originally Posted by dstahl View Post
Deepspace Encounters (Enemy Signal Contacts) is on our list of things that need to be completely redone in Season 3.
There was a complaint about how all of the DSE's within a sector block looked alike no matter where you got sucked in, the other one was that two people on the opposite ends of a block could end up in the same encounter.

One solution would be to confine these to the border disputed areas of space, though this would likely also require a re-think about sector space too. However, using the Klingons as an example, It'd make more sense for this (and while we're at it Starbase 24) to happen near the Hromi cluster.

The closer you get to the border areas of Federation space the more dangerous things get, and more frequently too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
07-28-2010, 12:34 AM
Quote:
Originally Posted by dstahl View Post
Deepspace Encounters (Enemy Signal Contacts) is on our list of things that need to be completely redone in Season 3.
Wholeheartedly .. make it so
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
07-28-2010, 02:07 AM
Quote:
Originally Posted by dstahl View Post
Deepspace Encounters (Enemy Signal Contacts) is on our list of things that need to be completely redone in Season 3.
Sounds good to me. I've never watched an episode where the Enterprise was ambushed by an entire armada of enemy starships.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
07-28-2010, 02:26 AM
Quote:
Originally Posted by dstahl View Post
Deepspace Encounters (Enemy Signal Contacts) is on our list of things that need to be completely redone in Season 3.
Thank you. I realize that "wandering monsters" and having to avoid them is a built-in trope of the MMO genre, but it's really, really annoying.

Before season three, can we get the tiniest of tweaks? When they aggro on someone, they follow that person all the way to the sector border or to the planet or station they enter ... and then sit there. Can we code the AI for these so that when they're not actively following someone, they move back towards their spawning points? I ask this because it's a pain in the neck trying to get to Memory Alpha (in particular) because it's almost constantly surrounded, at point-blank range, by a Crystalline Entity and one or two level 24 Romulan fleets. (That's especially annoying for level 4 characters who have a mission to Memory Alpha.) But it's an issue elsewhere, as well.

I know you have "go back to your spawning point when you break aggro" code for NPCs on ground maps, so I'm hoping it would just take adding one subroutine call to the code to at least keep them from all clumping up so badly. Please?
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 08:21 PM.