A bit disappointed with the "new" missions

I've been playing Elite for a solid couple of weeks again after returning from before the 2.1 patch, and while I've tried to find the game enjoyable, it's simply frustrating me.

Specifically, the improved mission system isn't. The last few evenings I've not been able to complete more than one mission successfully, and it's extremely irritating. The missions are nonsensical, the npcs are unhelpful, and for the most part, the reward is still paltry compared to just farming bounties.

My first mission required me to destroy a generator next to a gun emplacement. The "generator" turned out to be a data node that once scanned, caused a big gun in the distance to explode for absolutely no reason. That took a few hours to figure out.

My second mission was an assassination mission that, inexplicably, required me to scan the local nav beacon so that an NPC could magically tell me where the perp would be. Around a planet... In half an hour? No thanks.

My third mission seemed simpler than the last two - "massacre" 36 enemy ships in "conflict zones". Upon taking the mission, the only conflict zone in the system decided to despawn. I kid you not! I couldn't find it anymore, and after repeated relogging attempts I decided to farm the nav beacon for ships of that faction. That worked, but an hour later I was done with just 16 of the 36 ships required, and could not will myself to fight through endless interdictions to kill any more.

My final mission this evening, was to locate some chemical canisters in a nearby system. After an hour of dropping into signal sources and finding nothing, I gave up. Naturally, I once again had to dodge endless interdictions.

The missions simply don't make sense: everything about them seems "forced" and "hacky", as if it simply wasn't possible to implement them in a way that made actual sense. This frustration is compounded by repeated NPC interdictions, which are literally inescapable for me - I have kept my nose pointed toward the escape vector continuously (I'm rather good at aiming, if I may say so myself) and still lost the mini game. Once interdicted, I cannot fight the NPC as 30 seconds later authority ships will drop in to attack me, making the fight impossible. I've had these hunters spawn next to me before as well out of the blue, after they've vanished from super cruise and I've found a signal source to drop into.

In almost all interactions in the game, be it interdiction, authority response, or supercruise ability, it seems to me that the NPCs have been given an unfair advantage that makes playing the game more of a chore than a fun experience. The developers have introduced all manner of caveats and gotchas to try to make the NPCs and missions artificially difficult, and in doing so have thrown any semblance of sense out of the window - how many times has an NPC, after 3 failed assassination attempts and now stuck on 10% hull and no shields, STILL tried to interdict me to claim a 1k bounty?

Despite my criticism, I do still enjoy the game, but honestly I'm beginning to wonder why that actually is. Maybe the fact that I spent 150 dollars on this poorly built X52 joystick is making me try to get some use out of it, or perhaps I still think there are so design decisions to be implemented that I'd actually really dig. Who knows?
 
I've been doing a LOT of mission grinding in the past week or two, I've not had any problems handing in any of them. (I've done enough to go from Serf to Lord.) They've all been data or delivery missions, mind you.

I don't like missions that have 'time windows' whatsoever, I'll agree those suck.

The timing of your mission with the combat zone is pretty unfortunate.

Searching for the canisters is also aided by scanning nav beacons, I thought. (I haven't ventured to try those, yet, I'm skittish about having to smuggle things.)

NPCs have a number of bugs, in and out of combat, and the way the receiving end of being interdicted is handled is, indeed, glitchy and weird overall.

Security shouldn't be attacking you unless you have a bounty on your head.

I'll admit, at the rate this mission grind is going I'm considering loading up into my Anaconda, gear it up for exploration with a bunch of pulse turrets, and go out and mark my name on more stars for awhile.
 
I've been doing a LOT of mission grinding in the past week or two, I've not had any problems handing in any of them. (I've done enough to go from Serf to Lord.) They've all been data or delivery missions, mind you.

I don't like missions that have 'time windows' whatsoever, I'll agree those suck.

The timing of your mission with the combat zone is pretty unfortunate.

Searching for the canisters is also aided by scanning nav beacons, I thought. (I haven't ventured to try those, yet, I'm skittish about having to smuggle things.)

NPCs have a number of bugs, in and out of combat, and the way the receiving end of being interdicted is handled is, indeed, glitchy and weird overall.

Security shouldn't be attacking you unless you have a bounty on your head.

I'll admit, at the rate this mission grind is going I'm considering loading up into my Anaconda, gear it up for exploration with a bunch of pulse turrets, and go out and mark my name on more stars for awhile.

Yes I expected scanning the nav beacon to yield something, but it actually didn't appear to do anything once the scan completed.

The bounty was from an authority ship flying inbetween myself and a bounty hunter who attacked me presumably for my non-existent chemical cargo. After that, I've been hounded by them and can't fight the mission NPCs as the authority always side with them.

I flew an Anaconda exploring for some time, and it was by far the most fun I've had in the game. I decided to fly back to see if the new mission system would add flare to the otherwise rather boring proceedings of pre 2.1 missions. I feel like maybe I needn't have rushed back.
 

Achilles7

Banned
Yep as the reptilian Julian Clary says..the canister mission needs a scan of the nav beacon, then go to the planet notified to you in comms..wait for up to 5 mins then the USS will become apparent with blue text - just be careful not to hit the canister too hard when scooping..the last one I attempted to collect vanished, although with a relog (a skill honed at Robigo & Tun :D) it reappeared!

..as for the state of some of the other missions..don't get me started!
 
Yep as the reptilian Julian Clary says..the canister mission needs a scan of the nav beacon, then go to the planet notified to you in comms..wait for up to 5 mins then the USS will become apparent with blue text - just be careful not to hit the canister too hard when scooping..the last one I attempted to collect vanished, although with a relog (a skill honed at Robigo & Tun :D) it reappeared!

..as for the state of some of the other missions..don't get me started!

So it is supposed to trigger from a beacon scan afterall as I suspected. It must be bugged then, because scanning the beacon a 500m doesn't do anything other than bring up the "scanning" prompt followed by nothing.

I just got interdicted in deep space... By an invisible NPC. Lol. I think I've had enough bollockry for an evening!
 
If you have an advanced discovery scanner, you don't need to scan the nav beacon, the ADS will provide the same info if you use it.

Finding the locations isn't hard either. Once you have the map marker telling you where to go, just fly close. If its a space based mission, you just fly around until you spot the blue signal source that says mission signal source or whatever. Enter it, there is your objective.

Its fairly simple once you know the basics.... or read the mission descriptions and updates.
 
Yep as the reptilian Julian Clary says..the canister mission needs a scan of the nav beacon, then go to the planet notified to you in comms..wait for up to 5 mins then the USS will become apparent with blue text - just be careful not to hit the canister too hard when scooping..the last one I attempted to collect vanished, although with a relog (a skill honed at Robigo & Tun :D) it reappeared!

..as for the state of some of the other missions..don't get me started!

You don't have to relog if you mess up. If you damage or lose one of the canisters just jump back into SC and wait for it to appear again.

I've had to run from pirates as they try to ambush me. Spending an extra couple of mins in SC is cheaper than losing the ship.

Also if you have room, a collector controller with limpets helps a lot too.
 
If you have an advanced discovery scanner, you don't need to scan the nav beacon, the ADS will provide the same info if you use it.

Why would one sacrifice a module in their loadout for a scanner, if the NAV provides the same information?
 
Why would one sacrifice a module in their loadout for a scanner, if the NAV provides the same information?
When carrying cargo, more often now that I end up doing more missions for engineer commodities, I prefer to avoid nav beacons whenever possible so as to avoid pirates and authorities.
 
Yes I expected scanning the nav beacon to yield something, but it actually didn't appear to do anything once the scan completed
The bounty was from an authority ship flying inbetween myself and a bounty hunter who attacked me presumably for my non-existent chemical cargo. After that, I've been hounded by them and can't fight the mission NPCs as the authority always side with them.

Well, about resolving bounties - if you check your transactions tab, it should say when the bounty on your head will turn into a fine that you can pay off, and until then avoid going near that faction. (If you blew up that authority ship, it's gonna be a longer wait....)

Yep as the reptilian Julian Clary says
This was not a character comparison I was expecting LOL

So it is supposed to trigger from a beacon scan afterall as I suspected. It must be bugged then, because scanning the beacon a 500m doesn't do anything other than bring up the "scanning" prompt followed by nothing.

Did you keep scanning the beacon til the noise played and the scan completed?

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If you have an advanced discovery scanner, you don't need to scan the nav beacon, the ADS will provide the same info if you use it.
Finding the locations isn't hard either. Once you have the map marker telling you where to go, just fly close. If its a space based mission, you just fly around until you spot the blue signal source that says mission signal source or whatever. Enter it, there is your objective.
Its fairly simple once you know the basics.... or read the mission descriptions and updates.

I didn't know about ADS working for that. Nice to know it'll light up as blue, too - no guesswork and rolling the USS RNG dice, huzzah! (It is why I waited til 2.1 to do the mission grind....)

Why would one sacrifice a module in their loadout for a scanner, if the NAV provides the same information?

I use one just so I can 'mark' all the systems I go through and add it to the cartography service on my save, so I'll know if I'm at a location I've been before (or that it's just sufficiently inhabited to already be on the map).

Anyway, doing missions implies preparing to be "multirole" to begin with.
 

Achilles7

Banned
You don't have to relog if you mess up. If you damage or lose one of the canisters just jump back into SC and wait for it to appear again.

I've had to run from pirates as they try to ambush me. Spending an extra couple of mins in SC is cheaper than losing the ship.

Also if you have room, a collector controller with limpets helps a lot too.

Okay thanks..I'll bear that in mind

NB - OP, was the canister mission possibly a planetary one? multiple canisters is usually indicative of this (in my experience, anyway!). Then you need an SRV to go to the search zone on the planet/moon after waiting for the indicator to finalise the location on surface approach..it relocates a few times before this is given. However the same process applies & the mission symbol should be obvious in the left panel, so I'm guessing it was bugged as you suspect!

edit: V'Larr..not a character comparison in the wider sense..just your avatar ofc! :D
 
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I don't believe it was. I had four of them on the go, so maybe that contributed to it bugging out. I simply couldn't get any additional info from scanning the NB. The scan would complete, but nothing else would happen - no incoming message, or any other textual cue. I just gave up and chalked it as yet another flakey mission design that won't work reliably until <insert next major version here>. Anyone remember the hostage missions of old? Hah hah. Good one guys!
 
You are aware that you have to scan the beacon itself, the sputnik like thingie shown as white target and not the yellow NAV point for it's location?

If you don't receive a message just look at the mission text, because after scanning it will reveal at wich planet in the system the stuff is you're looking for. For space mission get close to the planet and stay in SC, a signal source with your mission object will be generated close to your location after a while.

For planet based mission get down close to the surface anywhere, doesn't matter where, and cruse above the surface. Also a signal source will be generated after a while, that directs you to the place with the stuff for your mission.

All you have to do is pay attention to your mission objective, just re-read for updates and don't ignore the directives given, it's very easy with all this handholding.
 
I don't like missions that have 'time windows' whatsoever, I'll agree those suck.

Ironically, the clock would have been useful for the rendezvous missions, now they've added a clock, but removed those missions, so it's useless.

The only mission I've had fail was bugged because the station I was supposed to turn it in at had no mission board, and I posted a bug report and they fixed it. Also, you're better off not carrying or picking up cargo while running missions as it greatly increases the odds of being interdicted/attacked.

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Also if you have room, a collector controller with limpets helps a lot too.

I tried limpets and found them slow and annoying, I can scoop faster. I'm sure for mining, they are a godsend if you have a purpose built ship that can us multiple limpets at once, but for typical missions and engineer pickups, bleh.
 
i agree bigtime re timing missions and especially for assassinations. Like, kindly remove the timing aspect completely already :)

The other thing re missions...a small thing but, when handing over the cargo or data we see the Cr rewarded but not the material or cargo.

...not related to missions...but, isnt it kinda emmersion breaking when comms has to tell CMDrs flying multi million CR ships with loads of experience to not run into other ships and ...speeding? Really?

Imagine air traffic controllers in the year 2016 communicating with commercial jet pilots " runway access clear and ready for taxi on runway 11....make way for other aircraft captain ..ie ...do not fly into other aircraft captain and ...no speeding LOL Id sooner them tell us the joke of the day than to presuppose one is flying stoned or drunk or both
 
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When interdictions are your only form of NPC interaction ... it makes the game pretty soulless.

There are no positive interactions.. they left that to the "community" which aside from mobius are lets just put it nicely and say are full of "people'.
 
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