EDIT 13/10/2017: I've decided to categorise these into bugs that need sorting out, things that would be desirable, and things that we think have changed and maybe FD didn't realise... So here we go...
Technical bugs or 'surely not intended!?':
1)Too many to Colonia (already acknowledged by devs) Fixed in patch 11/10/2017
2)No midrange delivery missions (unverified), more than 20ly but less than 20k, where have all the 60 to 2kly delivery missions gone? Fixed in patch 11/10/2017
3) In long distance data and transport (passenger) missions, the payout weighting has shifted MORE toward LS from main star, than the more important value of 'LY to target system', causing low payouts for long trips.
4) Several engineer material mission rewards seem to have disappeared from the bubble (but are still apparent in Colonia, maybe this will help indicate what the issue is?), particularly high end (CIF, Mod Terms, MEF, EFC, etc.)
5)Navy missions and permit missions seem to have taken a probability hit, I have also observed this, it took me several board swaps to get one. Fixed in patch 11/10/2017
6) Assassination and wetwork missions frequently send you to a very distant body (20kls plus). The payouts are not relative.
7) Only one side seems to get conflict-state missions when in War or a foreign Election (civil war and elections between two domestic factions seem ok?)
8) The vast majority of missoins seem to have the now defunct cargo rewards (or other cargo), causing me to be able to only accept 1 or 2 missions out of 18 in a system that I am allied with. This applies less to passenger missoins, more to regular missions.
Things that were changed that maybe shouldn't have been.:
1) Planetary scan missions to the same system require you to SC out to orbit and then approach again after each scan (this was to stop multiple missions completing in one scan, but unfortunately has caused the opposite extreme problem of now not having enough nodes to scan for missions you have)
2)Mission rewards that include engineer 'cargo' rewards are weighted for low credit payment (sometimes ZERO!) due to the useless commodities, not a problem on its own, but people will inherently not take these missions due to 'perceived' low payout. Confirmed working as intended.
3)Smuggling missions 'Sneak/Snake in X item' seem to have all but disappeared Allegedly, only certain faction govt types (criminal) will spawn these now. TBC, but crossed off for now.
4) Massacre missions should not have been subjected to the '1 kill affects 1 mission' rebalance (my opinion), OR they need a SERIOUS payout hike, in line with sightseeing missions.
Things that would be desirable:
1) Defunct cargo rewards (legacy from engineers) have still not been removed from the game, and I still can't accept MANY combat missions because my combat ship has no cargo capacity.
2) Navy and permit missions should NEVER spawn a cargo reward, and never to an outpost, so they can be done in any ship and won't be hidden in 'missions you can't take'.
3) Follow on missions should not have acceptance requirements (e.g faction standing friendly or allied), or cargo rewards.
4) While I like that I can choose easy and difficult combat missions, there is a definite weighting toward 'easy', or rather 'harmless' level missions, regardless of combat rank.
5) System states seem to affect the variety of available missions TOO heavily. In a Boom system for example, 60% of missions will be boom data, etc. This should be toned down to increase variety.
6) Allow us to choose whether or not we accept the cargo reward, with or without offering an alternative, I just don't want that to stop me taking the already rare combat missions that exist, and there is NO WAY I'm fitting a cargo rack to my FAS. NO WAY!
Last category "Not sure if serious?':
1) Passenger mission payouts have approximately halved since 2.4.0.2
2)Not big enough payouts for Colonia missions Acknowledged as working as intended at the moment, may be revisited in future
Technical bugs or 'surely not intended!?':
1)
2)
3) In long distance data and transport (passenger) missions, the payout weighting has shifted MORE toward LS from main star, than the more important value of 'LY to target system', causing low payouts for long trips.
4) Several engineer material mission rewards seem to have disappeared from the bubble (but are still apparent in Colonia, maybe this will help indicate what the issue is?), particularly high end (CIF, Mod Terms, MEF, EFC, etc.)
5)
6) Assassination and wetwork missions frequently send you to a very distant body (20kls plus). The payouts are not relative.
7) Only one side seems to get conflict-state missions when in War or a foreign Election (civil war and elections between two domestic factions seem ok?)
8) The vast majority of missoins seem to have the now defunct cargo rewards (or other cargo), causing me to be able to only accept 1 or 2 missions out of 18 in a system that I am allied with. This applies less to passenger missoins, more to regular missions.
Things that were changed that maybe shouldn't have been.:
1) Planetary scan missions to the same system require you to SC out to orbit and then approach again after each scan (this was to stop multiple missions completing in one scan, but unfortunately has caused the opposite extreme problem of now not having enough nodes to scan for missions you have)
2)
3)
4) Massacre missions should not have been subjected to the '1 kill affects 1 mission' rebalance (my opinion), OR they need a SERIOUS payout hike, in line with sightseeing missions.
Things that would be desirable:
1) Defunct cargo rewards (legacy from engineers) have still not been removed from the game, and I still can't accept MANY combat missions because my combat ship has no cargo capacity.
2) Navy and permit missions should NEVER spawn a cargo reward, and never to an outpost, so they can be done in any ship and won't be hidden in 'missions you can't take'.
3) Follow on missions should not have acceptance requirements (e.g faction standing friendly or allied), or cargo rewards.
4) While I like that I can choose easy and difficult combat missions, there is a definite weighting toward 'easy', or rather 'harmless' level missions, regardless of combat rank.
5) System states seem to affect the variety of available missions TOO heavily. In a Boom system for example, 60% of missions will be boom data, etc. This should be toned down to increase variety.
6) Allow us to choose whether or not we accept the cargo reward, with or without offering an alternative, I just don't want that to stop me taking the already rare combat missions that exist, and there is NO WAY I'm fitting a cargo rack to my FAS. NO WAY!
Last category "Not sure if serious?':
1) Passenger mission payouts have approximately halved since 2.4.0.2
2)
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