Of course, another addition could be, that once a player dies in a site, the site despawns
This way, no more annoying “having to refit fast to do the site myself before it despawns” .
What I proposed (despawn) would not change that.
You can cherry pick. It just does not annoy others. Unless they come less than 5 min after you left.
That would not prevent cherry pick. Just make it less annoying for people who take the time to scan just to find out there is only a carbon remaining.
off topic edit :
FWIW the spawning of the anomalies is not completely random. I don’t know for relic and data, but sometimes the sites spawn in a very limited number of constellations.
The limited sleeper cache for example, can respawn in the same constellation, happened to me 3 times in a row in the same system (respawning like 1 min after I left the site)
I don’t know if that is abused regarding cherry picking in NS/WS but I know this can be used by people who have good knowledge of the game, to a point they can predict where(constellation wise) and when a given site will spawn (not ALL sites respawn instantly).
(And no, it was not an ice belt )
edit 2 because I think it’s not clear : I’m not discarding your opinion, I’m saying it’s not generally annoying ( which would be enough to invalidate my proposal, as you know how much I hate tediousness by design ) . It’s annoying in specific cases, and it’s important to know which ones exist.
Indeed, if enough cases are rendered invalid by my proposal this could void it.
However, if it only punctually requires you to carry a mobile depot to do an activity that you did not intend to do in the first place, I don’t think that can be called “annoying”. It’s a specific case of potentially lost opportunistic activity, so I can’t see that as really an issue.
Of course, as any proposal, it should have its own important issues that simply put would void them and I expect you to actually provide an expert vision on those redhibitory defects rather than on a slight, potential, very specific opportunistic annoyance.