Q&A – ‘Missions’ Live Stream

The current situation is that missions are an on going development and have had a couple of overhauls since their inception. The team are currently working on the current 2.2.03 Beta with some reward passes (to get the right pay outs) as well as some fixing certain outstanding issues. The following is a best attempt to transcribe most questions brought up in the live stream.

Q. When will players be able to share winged missions and how will it be rewarded?

A Shareable wing missions are something they want to do, but are not in the immediate roadmap and will not be  in 2.3. A lot of considerations have to be taken into account in about how they will work which in turn raises a lot of questions in multiplayer – which are much more difficult to solve.

Q. What’s the reason for the low number of missions given by a faction?

A. Currently in live version it’s mostly a technical problem. They share an allocation with normal missions. So if there were 40 missions total, they will be shared unequally between passenger missions and normal missions. In the current Beta, they’ve fixed a bug and introduced another bug, which lowers missions numbers but this has been fixed and there should be around 20 missions generated.

Q. Will engineers ever give you missions for rewards you need?

A. For now, no – they will not be able to give you missions because they are not factions. Maybe in the future it will be possible, but 4 engineers do have factions (Quent – Sirius) Those factions who are attached to engineers, could give missions on their behalf.

Q. Have you considered ED community to provide missions outlines?

A. Missions seem very simple, but they are actually more complicated. So giving them to community via a GUI would be a lot of work. They only have so much time and it’s difficult.

Q. Any plans for same system missions rather than having to jump to another?

A. This is currently possible as there is a 0 and 500 light year limit for their generation. However this means that missions are often not generated in the same system. A variant could be made but it would be complicated and would have to work for all variations.

Q. Every missions offers ++ mission increase, not + or +++.

A. This is a known issue. Currently being fixed by designers on internal builds and will be going out in near future.

Q. Missions filters?

A Missions are not generated per player. They are created for everyone who goes to that system for the next 15-60 minutes of time. It could be possible in the future where in theory you could have a filter, but it requires GUI work and it’s not currently a high priority.

Q. I dont seem to be making any enemies, only friends and allies from missions?

A. Failing a mission leads to making enemies. A mission reward pass is currently underway and a recent pass was made to make sure that in an assassination mission killing a pirate lord will give the pirate faction a negative effect.

Q. Passengers missions requiring luxury cabins are hard to come across. Any chance they could be made more common?

A. Yes, they can be and the feedback will be looked at. Problem is that making them too popular will generate too many and will then be given to players who are unable to take them if they have no cabin. This can be frustrating for the player.

Q. Do you feel removing rank locks from missions removed the feeling of progression from the game?

A. No, dont feel it did. Removed some brick walls in terms of missions offered.

Q. For multi stop passenger missions can we be paid for each leg?

A. A big difference with VIP passengers is thatg they get disgruntled if they dont make the complete trip. This is an important part of carrying them and as per real life ‘you’d probably do anything President Obama asked of you if he was in your taxi.’ This make them different to regular missions.

Q. Procedurally chain missions were removed, will they return?

A. These were courier missions. Feedback made them feel that they didnt realise they were providing the kind of experience they wanted. But it was partly a test bed to find out how missions could progress into different areas of the game.

Q. What is limiting factor in introducing new mission types?

A. If you take the example of generating a mission aftger scanning an object – A design would have to be made, be looked at, signed off. Then they’d have to create mission progression elements and then variable generators, then look at creating a new template. Then there’s the side panel, inbox messages, what happens when you abandon the mission – plus there’s testing and GUI time, plus whether they think it actually adds to the game and how it affects other teams schedules and fits into the overall schedule.

Q. Can be accept missions we dont have cargo space for?

A. The main reaspn they dont allow this is because the missions needs to know you can complete it and it doesnt look at every other ship you own in the game before generating the mission. More complicated missions with more variables lead to more edge cases which would create more errors and abandoned missions. These were actually removed some time ago, for just this reason.

Q. Elite only missions?

A. Adam under impressions that there were some in the game and it looks like it’s a bug that will be looked at.

Q. More missions after encountering NPC’s through the inbox?

A. These dont appear hugely often but more of these would generate a higher server load. However, a greater chance of getting these missions is to stay in one place for 15 minutes or longer. At this point a server request is made to generate one. Maybe in the future more will be generated depending on what you scoop – a black box for instance. These only ever happen in populated systems.

Q. Military missions?

A. Aware of desire for something along these lines and they dont have anything to announce soon, but it is being looked at as a possibility.

Q. Is it possible to have more variation for the ‘opposition to a mission’ in terms of the ships sent after you?

A Yes, technically possible but requires a lot of balancing. They could generate wing to come after you, or change the type of ship coming after you but no ETA and guarantees. The logic has to get more complicated based on rank and again more time is required to get it done.

Q. Will missions be added for 2.3 or 2.4?

A. Nothing to announce in terms of passenger missions for 2.3.

Q. Any chance of increasing variety of ways missions brances can change if items are scanned or salvaged?

A. This is always being looked at in terms of the missiosn template system. For example, Nav Beacon scanning.

Q. Missions to pick up crew once your ship is lost.

A. Possible, but a question that goes beyond the teams remit and into multicrew.

Q. Will there be missions that require top tier loadouts?

A That’s the challenge and it’s very difficult. A simple delivery mission has at least 6 variables which creates a lot of possibilities in terms of what can and can’t be generated for a player.

Q. For material missions rewards can you consider increasing their drop rates in missions?

A. This could be done and they will take on board the feedback, but those materials cost money in the form credits you’d get from the missions, which would then generate lower credit rewards.

Q. Can the timelimit for Colonia missions be increased?

A. This was a bug and missions will now only be generated in Colonia.

Q. On the fly missions are fun but rare.

A. Getting in space missions in the future could be coming in the future, but is likely to be a way off.

Q. More missions to give better reputation and influence?

A Yes, they will be looked at once the current credit pass has been looked at. Balancing passes take a long time due to the scale.

Q. Will Jaques station get missions soon?

A. Yes, it will be coming soon, but it needs testing first.

Q. Example of missions generation:

A. Two missions, go from one station, one to a close station one to Hutton Orbital creates a lot of differences due to the scale of the game.

Finally, Passenger missions additional destinations will be made optional for the player.