i`ve noticed , since the update was implemented, the whole system of Tau 23 is now an radioactive zone.
So i was wondering why that change was made.
Maybe someone can explain why this was done?
Because in my opinion it does`nt make much sense to add this kind of hazard to T23.
It was`nt in Vanilla Freelancer, and as long as i played Disco (2013-2015 - started aug. 2023 again) it was`nt there either.
I give an example for what i`m trying to say:
in O11 the radiation hazard makes logical sense, because the sun is dying. (As stated in its description)
So of cause as long as you are in proximity to that sun you should get radiation damage. The closer you get the more intence the Radiation should get.
Its all there and in this context this all makes sence.
Now try adding my example to T23.
Its sun isnt dying, which should already eliminate the rest of the given example.
I`m not trying to be mean, i`m just curious why T23 specifically got that hazard added to it.
Regards
Me
Everyone will tell you small lies, except the people you love, who will tell you large ones.
Posts: 2,942
Threads: 178
Joined: Nov 2009
Staff roles: Systems Developer
24:50 in the video.
Vanilla had radiation in Tau-23. It wasn't directly explained but it's very likely due to the star. Kress hinted at many rich resources also potentially adding to the mild contamination, but it's not too feasible of a theory on a system-wide scale. At some point previous Discovery developers removed the radiation for unknown reasons. It might even have been an oversight when a Tau-23 rework was done in the past. A star doesn't just randomly stop emitting radiation for no reason a decade later, if we can assume it has been doing it for a long time.
I can understand your reasoning but let me be honest.
as mentioned i started disco in 2013 and played vanilla for many years.
I just find it, and that is my opinion only, very very stupid to go around after many years of this mods existence, and add in a feature that was`nt present for many years.
Just because now we found out that in an offside dialog if was mentioned briefly.
I`m not trying to shit talk anyone here but cant we just let "SOME" thing be as they where ?
As far as my experience with player interactions go, people dont want to hang around hazards for too long if they can avoid it.
So what this, again my opinion, does is deprive player of an opportunity to interact with each other.
You dont see people rp`ing in a radiation zone because people dont want to hang around there to much.
And again by the given example about the star emitting radiation, by that logic "every" Sun in every system should emit radiation.
Because we cant be sure if it hadnt done this at any point in time.
A compromise or maybe a future feature would be to implement anti-radiation-coated plating.
I mean in all serious, the people in this universe have mastered spaceflight and travel, constructed jumpgates and tradelanes.
But coating a slab of metal in lead in beyond them apparently.
Everyone will tell you small lies, except the people you love, who will tell you large ones.
Posts: 2,942
Threads: 178
Joined: Nov 2009
Staff roles: Systems Developer
It’s not “just a dialogue offset” that “we only now discovered”. The system has radiation defined in its vanilla game files and it is there at all times, including after you finish the campaign.
Tau-23 radiation always was, and continues to be, ambient radiation. It’s there to tell a story of Tau-23’s lore from the systems’s discovery up until now. It does next to no damage to players, which is why I’m surprised you raise this concern without even testing ingame how much damage it does to you.
When Tau-23 rework was being discussed, the entire point was to make the system higher quality by properly representing it ingame and giving it more flavor based on its centuries long lore. Ambient radiation in Tau-23 is something we consider the default state and bringing it back for all intents and purposes is nothing more than a bugfix.
And yes, every star emits radiation. Freelancer does not have additional radiation damage for every star out there so we can safely assume that those which do emit radiation have radiation emission levels high enough for the developers to deem worthy of showing, and add to the system’s lore.
What it definitely does not do is deprive anyone or anything of player interaction. Not with such mild damage numbers where you can sit for hours before you see any meaningful effect. But even if it did, as a counterpoint Ames used to be an activity hub before the Kepler disaster and most of the system had non negligible amounts of radiation damage for snubs.
My concern is not the amount of damage this "feature" causes.
Its simply the fact that it wasnt needed and does not improve the system as a whole in any shape or form.
I as a player do not like being constantly reminded about the fact that i will take damage, regardless of the numbers, when i interact with other players over a long time.
And that is what this Yellow Hazard Symbol does. It reminds me about that.
And naturally i, as a player do not like that, so i will seach for places that do not do this.
Look at the places players gather for rp.
Its mostly systems that have barely any hazards at all.
Everyone will tell you small lies, except the people you love, who will tell you large ones.
I understand your concerns, but that symbol is a reminder that this system has always had a radiation issue. You're not going to take damage. Keep that in mind and you shouldn't have any issue. Otherwise you have about 100 other systems you can hang out in.
The main reason people don't group near hazards is that stations that are quick to reach tend to not be near hazards. Ames being a prominent example of the opposite back when it was reachable easily.
No one really cares about the rad image as long as your HP bar stays up.