Missions transcend death?

Why is it that I can turn in missions after being blown up?

Seems many exploits hinge on that incongruity.

It doesn't work that way for exploration data.

What gives?

:S
 
It depends on a mission. You certainly won't be able to turn in a hauling mission after being blown up with your cargo.
But some missions like assassinations don't care, as long as you complete the objective.
 
It depends on a mission. You certainly won't be able to turn in a hauling mission after being blown up with your cargo.
But some missions like assassinations don't care, as long as you complete the objective.

really?
i think last time i exploded during an assassination mission, it failed.
didn't make sense to me that time, but that could have been changed by now (i rarely explode anymore)
 
It depends on a mission. You certainly won't be able to turn in a hauling mission after being blown up with your cargo.
But some missions like assassinations don't care, as long as you complete the objective.


Right, it's even a certain subset.
Seems a whole swath of exploits could be handily dealt with by bringing that one factor in line with everything else.
KIA should mean just that.
 
really?
i think last time i exploded during an assassination mission, it failed.
didn't make sense to me that time, but that could have been changed by now (i rarely explode anymore)


I haven't tested that myself, but it seems every other exploit starts off with the instruction of "just buy yourself a cheap ship" and blowing yourself up becomes part and parcel of turning in completed missions.

Seems looking at that and the mission board itself makes more sense than the random "whack-a-mole" approach to exploits/unintended gameplay we see now.


To be clear, the current mission board seems better than it's been in a while.
It's just a certain "feature" that's always sort of bugged me.
 
I haven't tested that myself, but it seems every other exploit starts off with the instruction of "just buy yourself a cheap ship" and blowing yourself up becomes part and parcel of turning in completed missions.

Seems looking at that and the mission board itself makes more sense than the random "whack-a-mole" approach to exploits/unintended gameplay we see now.


To be clear, the current mission board seems better than it's been in a while.
It's just a certain "feature" that's always sort of bugged me.

for me, every exploit starts with "refresh the mission board until you have 20 of the same mission to the same location", and each of the mission pays an unreasonable high amount of credits for an unreasonable low amount of activity.
beeing able to do such missions with a sidewinder is a bigger contribution to the problem, then to be able to return to the station to cash in via insta teleport.
 
All missions did used to expire on death - however logic prevailed.
Working as intended - not sure how seeing a rebuy screen can somehow be an exploit.
 
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