Bring Back High Risk/High Reward Gameplay

One thing I really miss in ED, was the Long Range Smuggling from Robigo Mines, or similar stations.
Now the payouts were a bit *too* good, and that slave selling exploit was still available, but the Risk Vs Reward was perfect.

The more missions you stacked, the harder things became. Smuggling actually felt like smuggling, and you'd need to learn how to evade it. You also had to plan your route wisely... Do the outposts first? Or get the high paid one out of the way? If you failed, you failed the lot. But the reward for success was excellent.

So, can we get something like that again?
Not game-breaking money this time, but *good* money. Coupled with massive loss of reputation for failure. And of course without the exploits.

Basically *really* hard missions, with good payouts. It's been a while since I've failed a mission (with the exception of time running out due to real life).

Now with Engineers, these missions would be a doddle, with 50~% more jump range, and the average speed of a ship being 400~ms, you'd be uncatchable.

So may I suggest, when accepting a smuggling mission, they come with special "Anti-smuggling" NPCs sent to catch you. The rank of the mission determines the difficulty of these NPCs.
But essentially, they are equipped with dirty drives, good Interdiction modules, and good manifest scanners to catch you out, better drives, Interdictors and scanners come with higher ranked missions.
Your only escape would be to defeat them, or hide from sensors (Silent Running, or Heat sink).
Or NPC's could want the information from scanning you, so if they scan you, you have to kill them before they escape and you fail the mission.

Thoughts?

CMDR Cosmic Spacehead
 
Can't agree more, that was the most fun gameplay I ever had in ED. And nowadays I have a G5 engineered low heat Python with teeth for the task, but the task is no more. I disagree that the rewards were too high. One run took 5-8 hours in a Python, including mission stacking, travel time and delivering all over the place. With around 80-100 million per run that came down to an average of 15 million per hour. There are other activities in the game that easily are more profitable. Simple boring A-B trading in a cutter can earn that much. Sothis, now that was broken at 200 million per run.
 
Can't agree more, that was the most fun gameplay I ever had in ED. And nowadays I have a G5 engineered low heat Python with teeth for the task, but the task is no more. I disagree that the rewards were too high. One run took 5-8 hours in a Python, including mission stacking, travel time and delivering all over the place. With around 80-100 million per run that came down to an average of 15 million per hour. There are other activities in the game that easily are more profitable. Simple boring A-B trading in a cutter can earn that much. Sothis, now that was broken at 200 million per run.

Wait, what?

Was you using economic routes? Lol

A 10~ mission (full cargo hold) Robigo run used to take me from 60 to 90 minutes maximum, in my Python, with around 18ly range at the time (laden).

To be honest, I've forgotten what the rewards were. Lol

CMDR Cosmic Spacehead
 
Standard A-rated Python with 240t cargo onboard isn't the fastest jumper :)
Up to 30 missions stacked, with nearly as many different destinations in a 100ly bubble.
The engineered Python has a little less cargo space and more defenses, but 192t is still nice. And of course jump range is much improved over the days of old.
 
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Good point. I never took 30 missions at once, I found that spending ages relogging for missions wasn't fun. :p

I generally used to take all the missions in Solo, then try Mobius, then launch.

These days, engineering would make the whole trip 33~% shorter, which was actually my main reasoning behind reducing the payouts slightly.
Especially since you'd likely be able to jump directly from 1 destination to the next these days.

But yeah, it was basically the most fun I'd had in ED, out side of wing shenanigans in forever. :p

CMDR Cosmic Spacehead
 
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