Did FD stealth-fix hijack missions?

Just curious for a second opinion here to make sure I'm not imagining things.

I've typically avoided these missions because there's basically a 50/50 hit rate for enjoyment on them... I've only usually taken them if there's nothing else going on the boards.

Reason being sometimes you might get a DBE, possibly with escorts and the target cargo on board. Due to the limited cargo capacity of the DBE, this makes for a fun and interesting experience, taking out escorts, tanking the target vessel while you extract the cargo, without relying on the cops to arrive (because they'll just blow up the target, regardless of if you have the cargo or not).

But half the time, you'd get a T7, with 4t of target cargo on board, and 100t of something else, turning them into something snore-inducing like this (recorded Nov 2018)

Source: https://www.youtube.com/watch?v=6mUW1DbBS8Y


Today, I had one of those "nothing else on the board" situations, so I took a bunch of them... sure enough about half targeted T7s... but to my shock, while they still carried 100t of junk, every time, the hatch breaker limpet dumped the mission cargo (and only the mission cargo) first. When it came to the DBE's, while they're usually quick to dump mission cargo due to the capacity, I noticed this behaviour as well (that only the mission cargo would dump out first).

If this did get fixed, then this is a great improvement for these missions as it makes them much more viable activities amongst comparable missions such as Assassinations (which are just rock up, pew for 30 seconds, leave) and Salvage jobs (rock up, scoop cargo in 30 seconds, leave) rather than mindlessly grinding out dump cargo for 5-6 minutes (and heaven forbid the target has point defences...). They're also now guaranteed much more interesting now that grind's been taken out, given that aside they're a more challenging mission type than your average bear.

So... just wondering if anyone else has noticed this recently, and just taking a moment to put out a high-five to FD for fixing these missions,
 
I like those missions but found, like you, they could be frustrating.

I'll check them out when I get a chance, but CG and buckyballing to be done just now.
 
I like those missions but found, like you, they could be frustrating.

I'll check them out when I get a chance, but CG and buckyballing to be done just now.
Tangentially, I used to get really frustrated by targets with Point Defences, but since learned the angle you launch the hatch breaker from matters... and subsequently also found why multiple/simultaneous hatch breakers are useful, sheer force of numbers with two or three going at the target at the same time will overcome PDs.
 
I suppose one thing that missed the fix is the removal of the silly and broken internal mission timer... the one where it says "Target will be in the system between X and Y", where in reality the mission USS is available well before the X time, and the mission despite having days of validity, will expire and be uncompletable after time Y.

e.g
137359


I did a few more today, this time with Asps and T7s as the targets and yeah, every time, mission cargo was first to drop. This is the way it should be; other cargo contents are then considered "bonuses" if you want to grab them (though they will be marked stolen)
 
... sure enough about half targeted T7s... but to my shock, while they still carried 100t of junk, every time, the hatch breaker limpet dumped the mission cargo (and only the mission cargo) first. When it came to the DBE's, while they're usually quick to dump mission cargo due to the capacity, I noticed this behaviour as well (that only the mission cargo would dump out first).

If this did get fixed, then this is a great improvement for these missions as it makes them much more viable activities amongst comparable missions such as Assassinations (which are just rock up, pew for 30 seconds, leave) and Salvage jobs (rock up, scoop cargo in 30 seconds, leave) rather than mindlessly grinding out dump cargo for 5-6 minutes (and heaven forbid the target has point defences...). They're also now guaranteed much more interesting now that grind's been taken out, given that aside they're a more challenging mission type than your average bear.

So... just wondering if anyone else has noticed this recently, and just taking a moment to put out a high-five to FD for fixing these missions,

This is GREAT news,! Thanks for the heads-up. I had long given up on rescue hostage/liberate type missions for the same reasons.
 
Nice to hear! Has this ever been listed in patch logs?
This is why I posted it like this; I don't recall seeing it in any patch logs.

Thing is, there's been multiple stealth-fixes along the way...
  • This
  • Mission USS not appearing for chain missions.
  • Other things that a lot of BGS people watch for, but couldn't vouch about myself.
It puzzles me that fixes like this don't get mentioned... fixing stuff is what everyone's craving around here. Although again, slight expectation management, the timers on these missions are still present, even though mission USS spawns don't behave in accordance with them, the fail condition still applies.
 
fdev do seem to like their secrecy - don't admit anything unless you need to justify something like a patch. Or else the server team don't tell the CMs, so we never get told of back-end changes. An ideal question for lavecon, if it hadn't just happened :(

(glad to hear those missions are worth another try, that means the only ones I think are broken as the Massacres that only spawn non-mission targets)
 
(glad to hear those missions are worth another try, that means the only ones I think are broken as the Massacres that only spawn non-mission targets)
FWIW, I only see that happen for Wing Massacres... normal massacres seem to spawn 100% mission targets (in my experience)
 
Did a few of these now, and can with much pleasuure confirm that they are working. Mission cargo/hostages gets dropped first. Huzzah!

And it is quite annoying that many fixes we discover by random chance, rather than getting a heads up by FDev. Nothing new there though, but one would think they'd let it out in the free press any win against bugs/bad features they get.
 
I've not done any of these for a while due to the problems mentioned, but now they're fun again.
On first attempt I spent 10 minutes chasing the target around, as she kept on scooping one of the mission items back up just before I could grab it. No shots fired, good fun had by both parties; I eventually got the mission cargo and she scooped all her narcotics back up. Five stars. Would recommend 👍
 
I've not done any of these for a while due to the problems mentioned, but now they're fun again.
On first attempt I spent 10 minutes chasing the target around, as she kept on scooping one of the mission items back up just before I could grab it. No shots fired, good fun had by both parties; I eventually got the mission cargo and she scooped all her narcotics back up. Five stars. Would recommend 👍
QFT :)

The fitting requirements and tactics required, as well as the various wrinkles make these good fun. On several occasions the target successfully scooped the cargo back up, another a pirate following me nabbed some of it, and another when i forgot to turn off the police response... cops actually started blowing up the dropped cargo. All make for a fun and variable activity.

Occasionally the mission cargo will smash into the side of the target once you successfully hatch break... making you have to re enter the uss to recollect, but that's comparatively minor in the grand scheme of the fixes.
 
I suppose one thing that missed the fix is the removal of the silly and broken internal mission timer... the one where it says "Target will be in the system between X and Y", where in reality the mission USS is available well before the X time, and the mission despite having days of validity, will expire and be uncompletable after time Y.

e.g
View attachment 137359

I did a few more today, this time with Asps and T7s as the targets and yeah, every time, mission cargo was first to drop. This is the way it should be; other cargo contents are then considered "bonuses" if you want to grab them (though they will be marked stolen)
Bit of necro I know, but looks like these have been stealth-fixed even further, with the "Target ETA" being removed from them. If true, this is some good news.

1575970784118.png


EDIT: Also, looks like destroying the ships isn't an instant fail anymore, although the mission is still booched if you do that... so it prevents 5th columning... not that I was trying or anything... 👀

2nd Edit:
OK, so interesting outcome. I took 4 of these missions, each with 3-5d on the clock to complete.
  • Two I went and destroyed the target ship
  • Two I just left

The two I destroyed the target ship for (and therefore, am unable to complete) were still active.
The two I left were both failed.

So looks like behind the scenes there might still be a timer, which just isn't visible. Hmmmm
 
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Bit of necro I know, but looks like these have been stealth-fixed even further, with the "Target ETA" being removed from them. If true, this is some good news.

View attachment 154766
Nice. Can everyone do me a favour and stop posting in old threads? It always makes me feel like an idiot.
"Hey, that's nice, but I believe it's old news. I certainly read it somewhere before."
"Wait, what? Factabulous says Lavecon just happened? Did I miss something? In what timezone is he living?!"
"Jul 17, 2019..."
 
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