I had a much longer, more academic post in mind for this, but it tired me out and just kinda made me sad about the state of the game, so we'll do it like this instead.
For the last few months I've been looking into how missions spawn... specifically what makes things like Robigo, Sothis etc. tick, and how to find them. I've had this interest ever since I had a few sothis-likes crop up in my own backyard, but also because there's peculiar oddities that go on with some other systems which aren't immediately attributable to anything in particular, which I'd love to get to the bottom of.
Optimising profit from missions means optimising stacking, means minimising the amount of random that the boards can work with, to create an as-homogenous-as-possible board. That's how places like Robigo work; You only get short-range tourism missions to Sothis Atmopsherics, because it's all the system knows how to do. It's pretty screwy, but with FD's yolobinfire approach to the economy, whatever goes I guess.
Bottom Line: What's the conditions for certain mission types to spawn, and how you'd use that information to optimise location for that mission type?
Of note, the rules apply, except when they don't, and this most often happens around the tick. Strange things happen around then; one time in Sothis I got a small set of missions to deliver goods 130Ly away. That almost never happens, and sure enough a couple board ticks (every 10m) later, they'd all gone.
I'll kick off with a few I'm familiar with.
Lawful Assassination (Pirate Lord etc.) and Lawful Massacres (Pirates, Deserters, Plague Ships etc)
Targets any Anarchy faction within 10Ly of the location of the board, excluding the system you're in.
You can optimise this by ensuring that there's only one such faction within that 10Ly bubble, so all missions target that faction. If you want to get rid of these missions, make sure there's no Anarchy factions within 10Ly
Illegal Salvage
Targets any populated system within 10Ly. Read on a bit more though
Legal (space) Salvage
Targets any populated system within 20Ly. Strangely, you'll usually get lots of one, but not the other, at varying times. There's a target faction requirement for the Illegal salvage, though it's not clear exactly what this is, as I've seen both Anarchy and Lawful factions affected. There's no major optimisations here, but if all other mission types can't generate, these are pretty reliable.
Installation Surface Scan/Powerplant Destruction
Targets any populated system within 20LY which has a +/++/+++ facility not owned by this faction. Pretty straightforward... if you want to optimise for the same target, make sure there's just one valid target installation. Note: There does seem to be some conditions which make certain facilities much rarer for being the target, but I've yet to put my finger on it.
Deliveries
Deliveries are quite complex, but also simple. Targets any populated system and any faction within 20Ly, using goods which are available in the current station, which are imports of that neighbouring system. By "Import" I don't mean it can be sold for profit, rather, it's an import listed on the galaxy map (i.e the multicoloured arrows). Easiest way to optimise this is to ensure there's only one export destination from your current system, preferably to a target with only one potential target station. Ideally you do this from an Extraction, HT or Refinery economy so you get the high value goods (Palladium, Insulating Membrane, Superconductors or most HT goods) which pay out the biggest fees, counterintuitively (delivery fees would normally charge on volume delivered, not value of goods).
Some exceptions:
Source
Counterintuitively, source missions look for demand goods which are available within a certain LY range (I thought it was 20, but have evidence of potentially out to 50Ly)... counter-intuitively
because you'd think the source missions would be for goods not readily available, but I digress. This one can be hard to optimise, but there's certain areas of space where there's only one or two potential candidates. In ideal circumstances, these are also the targets of deliveries, so you can get back-and-forth options.
Scratch that. Source missions are complex, and I don't have a thorough understanding yet.
Urgent Kill Order
These are quirky and can trip you up. They look for a +/++/+++ installation within 20Ly, but then pick a random populated system within 20Ly from there for the target. You wouldn't really optimise for these unless you were in a very unique situation, as they're a two-step mission and therefore take a lot longer than most missions (and you'll only get stacked scans one at a time via logout/re-instance)
Courier
20 Ly range, any target system/faction, unless you're in a tourism system, then they might go out to Colonia.
I'll leave it there for now, because life, but there's others I'm aware of. An odditiy I'll raise right now is Hijack missions. These are common for Elections (to get Diplo Bags/Political prisoners) but are quite rare otherwise. That said, I'm aware of one system near my hangout where I can reliably get them even in None states (for Hostages).... there's no real feature distinguishing that system from others near it, so I can't work out why that particular system gets them more than anywhere else.
Any insights on that, or other conditions for missions, chuck em here.
For the last few months I've been looking into how missions spawn... specifically what makes things like Robigo, Sothis etc. tick, and how to find them. I've had this interest ever since I had a few sothis-likes crop up in my own backyard, but also because there's peculiar oddities that go on with some other systems which aren't immediately attributable to anything in particular, which I'd love to get to the bottom of.
Optimising profit from missions means optimising stacking, means minimising the amount of random that the boards can work with, to create an as-homogenous-as-possible board. That's how places like Robigo work; You only get short-range tourism missions to Sothis Atmopsherics, because it's all the system knows how to do. It's pretty screwy, but with FD's yolobinfire approach to the economy, whatever goes I guess.
Bottom Line: What's the conditions for certain mission types to spawn, and how you'd use that information to optimise location for that mission type?
Of note, the rules apply, except when they don't, and this most often happens around the tick. Strange things happen around then; one time in Sothis I got a small set of missions to deliver goods 130Ly away. That almost never happens, and sure enough a couple board ticks (every 10m) later, they'd all gone.
I'll kick off with a few I'm familiar with.
Lawful Assassination (Pirate Lord etc.) and Lawful Massacres (Pirates, Deserters, Plague Ships etc)
Targets any Anarchy faction within 10Ly of the location of the board, excluding the system you're in.
You can optimise this by ensuring that there's only one such faction within that 10Ly bubble, so all missions target that faction. If you want to get rid of these missions, make sure there's no Anarchy factions within 10Ly
Illegal Salvage
Targets any populated system within 10Ly. Read on a bit more though
Legal (space) Salvage
Targets any populated system within 20Ly. Strangely, you'll usually get lots of one, but not the other, at varying times. There's a target faction requirement for the Illegal salvage, though it's not clear exactly what this is, as I've seen both Anarchy and Lawful factions affected. There's no major optimisations here, but if all other mission types can't generate, these are pretty reliable.
Installation Surface Scan/Powerplant Destruction
Targets any populated system within 20LY which has a +/++/+++ facility not owned by this faction. Pretty straightforward... if you want to optimise for the same target, make sure there's just one valid target installation. Note: There does seem to be some conditions which make certain facilities much rarer for being the target, but I've yet to put my finger on it.
Deliveries
Deliveries are quite complex, but also simple. Targets any populated system and any faction within 20Ly, using goods which are available in the current station, which are imports of that neighbouring system. By "Import" I don't mean it can be sold for profit, rather, it's an import listed on the galaxy map (i.e the multicoloured arrows). Easiest way to optimise this is to ensure there's only one export destination from your current system, preferably to a target with only one potential target station. Ideally you do this from an Extraction, HT or Refinery economy so you get the high value goods (Palladium, Insulating Membrane, Superconductors or most HT goods) which pay out the biggest fees, counterintuitively (delivery fees would normally charge on volume delivered, not value of goods).
Some exceptions:
- States can mess with this and create temporary opportunities (or ruin the status quo)
- Commodities sometimes export to a system where the cargo is in supply rather than demand, which is odd, but w/e.
- As mentioned before, weird things like the Sothis 140LY at-the-tick missions can happen, but this feels like a bug more than anything, quite similar to the old "No Wartime Massacre Missions" bug where they'd rarely spawn at the tick.
Source
because you'd think the source missions would be for goods not readily available, but I digress. This one can be hard to optimise, but there's certain areas of space where there's only one or two potential candidates. In ideal circumstances, these are also the targets of deliveries, so you can get back-and-forth options.
Scratch that. Source missions are complex, and I don't have a thorough understanding yet.
Urgent Kill Order
These are quirky and can trip you up. They look for a +/++/+++ installation within 20Ly, but then pick a random populated system within 20Ly from there for the target. You wouldn't really optimise for these unless you were in a very unique situation, as they're a two-step mission and therefore take a lot longer than most missions (and you'll only get stacked scans one at a time via logout/re-instance)
Courier
20 Ly range, any target system/faction, unless you're in a tourism system, then they might go out to Colonia.
I'll leave it there for now, because life, but there's others I'm aware of. An odditiy I'll raise right now is Hijack missions. These are common for Elections (to get Diplo Bags/Political prisoners) but are quite rare otherwise. That said, I'm aware of one system near my hangout where I can reliably get them even in None states (for Hostages).... there's no real feature distinguishing that system from others near it, so I can't work out why that particular system gets them more than anywhere else.
Any insights on that, or other conditions for missions, chuck em here.
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