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Enemy Signal Contacts are Annoying

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Enemy Signal Contacts are a big annoyance. I understand the idea behind them and it does add a degree of unpredictability which is nice, but the problem is when I exit to sector and then the thing swallows me again, or a different one slams into me.

I don't know what the correct mechanic should be but I can tell you that as it stands the enemy signal contacts are totally annoying, and not fun when I just want to go afk to get some coffee or have a conversation with the vendor. Given that all we have to do is exit to sector, the net result of getting swallowed by one is having to hit a button, oh and zone twice. Weak, lame, and valueless.
Post edited by baddmoonrizin on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    They sure are. For a time autopilot used to stear around them, but now its just its crazy. There needs to be a way of not being pulled in. It wouldn't be so bad, apart from when you get pulled into an encounter where there's a mass of mobs camping the spawn point.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    They're annoying, yeah, but I compare them to picking up aggro from some random mob in any other game. Check your radar to see where the enemy signal contacts are before you go check your vendors, and go AFK on your bridge.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Random encounters are sort of a staple of MMOs though, aren't they. This really is one of the few MMOs where you don't have to outrun mobs of creatures just to get to the next town.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    They're annoying, yeah, but I compare them to picking up aggro from some random mob in any other game. Check your radar to see where the enemy signal contacts are before you go check your vendors, and go AFK on your bridge.

    Well actually it could be "realistic" to get caught in a combat while flying in sector space, but it doesn't work that way : you can leave the combat at once, turning it into a 2 loading screens experience. Definitely needs to be changed.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    It also prevents afking in sector space
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Most TRIBBLE mechanic ever.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    JustTray wrote: »
    It also prevents afking in sector space

    No, it doesn't : actually it is afk friendly. Granted, I often leave the computer while my ship is in sector space, return to find my ship in a DS encounter. But as there is no death penalty in the game, even if my ship was destroyed 15 times while I was away, I don't give a damn and I just return to sector space.

    There is no threat in this game : you can blow up 20 times in a row, no consequence. The only real penalty is the loading screens.
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