Assassination Mission ETA?

This part is incorrect. I've handed completed assassination missions in successfully well after the 24hr timer would have expired. The timer disappears after you've killed the target.

Edit: looks like Stealthie has already mentioned that.

In that case, the 24 hour timer is irrelevant and should probably be removed from the mission description since the mission timer will only start once you accept the mission, and will essentially end at the end of the window of opportunity, so the 24 hour bit means nothing at all.
 
In that case, the 24 hour timer is irrelevant and should probably be removed from the mission description since the mission timer will only start once you accept the mission, and will essentially end at the end of the window of opportunity, so the 24 hour bit means nothing at all.

As far as I can tell yes, it is completely irrelevant to anything. I wonder if there needs to be a timer because of the way the other missions work and it isn't possible to get rid of it (the other 'kill' type missions also have unlimited time for handing it in, the timer on those is just for killing the required number of targets).
 
As far as I can tell yes, it is completely irrelevant to anything. I wonder if there needs to be a timer because of the way the other missions work and it isn't possible to get rid of it (the other 'kill' type missions also have unlimited time for handing it in, the timer on those is just for killing the required number of targets).

Could well be that it's just part of the template. Could also be that it's a bug that the 24 hours expires and you can still hand in the missions. We'll keep quiet about that one... :)

As it is though, it would be better if it were not there if it's not relevant, as it does on occasions confuse players who think they had 24 hours then wonder why they failed the mission after only two.
 
I've always simply ignored that window when they're supposed to be in some system or another.

Here's a great example:

Assassinate a pirate lord - no problem, I'll do it in supreme style.

[video=youtube;MoTU7k-A5hY]https://www.youtube.com/watch?v=MoTU7k-A5hY&t=566s[/video]

Most efficient kill ever? Not even close. But amusing! Definitely amusing. It does raise a few questions though....

With drives at 0%, how the hades do they manage to stay so far ahead of me? I'm thinking the missile blasts just kept pushing them along. It's the only thing I can really accept as feasible.

Could a combination of point defense and ECM fend off such a barrage?

Sorry about your keyboard!
 
Make sure you scan the nav beacon or honk a discovery scanner first in case it gives more information.

Will do. The last time I did one of these missions, I found the target in supercruise and interdicted him, so I didn't think to scan the beacon. I'll do it when I get home. Thanks.
 
With drives at 0%, how the hades do they manage to stay so far ahead of me? I'm thinking the missile blasts just kept pushing them along. It's the only thing I can really accept as feasible.
When you knock out his drives he will continue sailing thru space at the velocity he was travelling when they go out.

It's one of the things that make "Liberate" missions such a pain in the rear since there's no way to stop an NPC other than to knock out their PP, which is dangerous because you might end up just blowing them up on accident.
 
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It's giving a time frame in UTC, so yes it meant target expected in system between 12:15 AM and 1:45 AM UTC.

You can sometimes get lucky and find them beforehand, and if you're really lucky they will interdict you, thus saving you the trouble of locating them.

Lucky? Never met a NPC who didnt do this. When I go assassin I drop to the system and wait few minutes till the interdiction comes. Usually within 5mins
 
Lucky? Never met a NPC who didnt do this. When I go assassin I drop to the system and wait few minutes till the interdiction comes. Usually within 5mins

It's about 50% that they will interdict you, based on notes I've been making since 2.4.02 dropped from about 90 assassinations. If you're interested, there is also a 15% chance that when you are fighting your target, an identical copy of the target will jump in the instance and then you have 2 to kill.
 
It's about 50% that they will interdict you, based on notes I've been making since 2.4.02 dropped from about 90 assassinations. If you're interested, there is also a 15% chance that when you are fighting your target, an identical copy of the target will jump in the instance and then you have 2 to kill.

That's been my experience too.

My "procedure" is to try and take a heap of Assassination missions in the same system, then I go there, honk, select the destination furthest away and head toward it.

Not sure if this IS how the RNG works but it seems like that maximises the opportunity for other targets to interdict you along the way.
Course, the down-side to this is that sometimes more than one of your targets will show up for the party after you've been interdicted.
If you're flying something like a Corvette or an Anaconda this probably won't be a problem but if you're flying an Asp or a Cobra it can make things... interesting.
 
Went home last night and scanned the nav beacon, got an update to go to a specific planet, and a mission POI popped up. Thanks for the help and suggestions.

I think that the last time I did one of these missions, I had to interdict the guy, so it didn't occur to me that he'd be in a POI.
 
When you knock out his drives he will continue sailing thru space at the velocity he was travelling when they go out.

It's one of the things that make "Liberate" missions such a pain in the rear since there's no way to stop an NPC other than to knock out their PP, which is dangerous because you might end up just blowing them up on accident.

Makes sense... also gives me some cruel ideas, now where'd I leave those Force Shell cannons....
 
You can always find them earlier than the ETA

Sometimes it sends you on a bit of a wild goose chase though, and by the time you track them down its already the expected time.

If i get there early i often get an NPC telling me to go speak to someone in a neighbouring system. I go there, and they say "Oh, he was spotted in <original system>"... which naturally makes me want to kill them.
 
When you knock out his drives he will continue sailing thru space at the velocity he was travelling when they go out.

It's one of the things that make "Liberate" missions such a pain in the rear since there's no way to stop an NPC other than to knock out their PP, which is dangerous because you might end up just blowing them up on accident.

Knock out the drives then the PP. When they reboot (be ready for it), tap the drives again and they will not move much, and they won't reboot with just drives offline. Usual piracy tactic these days.

Best if they are harmless/mostly harmless. They don't reboot. You can just use the old method of taking out the PP.
 
Knock out the drives then the PP. When they reboot (be ready for it), tap the drives again and they will not move much, and they won't reboot with just drives offline. Usual piracy tactic these days.

Best if they are harmless/mostly harmless. They don't reboot. You can just use the old method of taking out the PP.

Knocking out a PP with that build usually results in a very dead ship, very fast. It's my go-to method of dealing with Anacondas, Corvettes, Cutters and Gunships. Pretty much anything else just goes away. There is something to be said for the shower of module destruction this rains down though. And yes, it's terribly not efficient at all, but damn it's fun.
 
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