Topic: Distress Beacon Rework [Road Map Version]
Distress beacon rework
Distress beacons have caused a lot of headache for us which have resulted in the introduction of some pretty nasty mechanics
The new system would start with the introduction of “alien teleport anomalies”, which would periodically spawn and despawn in random locations on all islands
These anomalies would be visible objects (no scanning needed), and distress beacons (which would be repurposed into “teleport hijack beacons” basically) would need to be deployed and activated next to one of these. They wouldn’t work anywhere else.
Activating the beacon will spawn in the enemy NPCs just like now, and close the anomaly (so one beacon per anomaly)
Currently existing beacons can be used in the new system, you don’t lose anything
Multiple anomaly types that limit which beacon can be used, to be able to differentiate alpha/beta/gamma usage
Makes us able to remove the “no loot when NPC is destroyed by explosion” and “NPC teleport” mechanics
I really like this but, once again I would do some things to help this out.
1. Reward players from all factions to show up and perform them. Like placing a "random rec slip" that is loot able by ALL players just not the first that looks him. Meaning there is a reason to go out there and do it. I know about the obvious flaws with multiple looting but maybe something you can only have one in your cargo of at the same time? Elite NPC drops 20 of them?
* If it allowed there could always be a mission added to make you do it that has some fat rewards you could do daily.
/discuss
http://www.perp-kill.net/kill/239407
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