Can we have a way to reduce impact of clock running down on missions due to real life

I know there have been a number of posts about this - but if there is one thing that is really frustrating for me (and I'm sure I'm not alone) it's the clock running out on missions s whilst you are logged out.

I'm all for time limits in game and I do try to plan my missions around how much time I'll get to play in an evening - but like most people there are other things in life for me that will pull me away as higher priorities that I can't necessarily predict.

As I say I have no problem with me running out of in game time - what frustrates is the timer running out whilst offline.

Eg last night I completed all missions I had taken of less than 10 hours, and had a few that would run out this evening. Thought I would have time to play today - but commitments change and now I won't. So when I next get to log on I'll have lots of neg rep that will undo all the hard work done over past few days completing missions.

Really frustrating and I don't see what is being achieved by time running down whilst not logged on.
If things need to expire at some point irrespective of logged time there are a number of other mechanics (such as a longer off line timer or time ticking at a 100 fold reduced time).

Just my thoughts - but wish this would change as I'll stop taking missions and never progress at this rate.
 
Last edited:
Why, if there have been a number of threads on this, have you started another one?

But here is the simple answer: if your timer does not tick down when you are offline the missions mechanism is exploitable. So tick they will.
 
Number of threads - but no answer.

If you check my other posts - all are positive. But for me this makes a whole aspect of the game (missions to gain rep) almost pointless. I don't think I am alone.

Again a mission can run out in offline time if that time was much longer. But I don't understand what you mean by exploit if that didn't happen? Ie if I took too many missions to complete in online time (game time) I'd still get neg rep from not completing - and to be clear I have no problem if this happens. It's the offline timer that frustrates.
 
Last edited:
Number of threads - but no answer.

If you check my other posts - all er positive. But for me this makes a whole aspect of the game (missions to gain rep) almost pointless. I don't think I am alone.

Again a mission can run out in offline time if that time was much longer. But I don't understand what you mean by exploit?

There was always an answer, it just wasn't the answer that you wanted.

And I'm not going to post how a potential exploit might work, even if the current situation doesn't allow it, but it doesn't take much thought to come up with one.
 
There was always an answer, it just wasn't the answer that you wanted.

And I'm not going to post how a potential exploit might work, even if the current situation doesn't allow it, but it doesn't take much thought to come up with one.

Don't think so. Happy to be pointed at one though.
 
wait, how about a mechanic that allows you to never fail?
just don' t accept so many missions or cancel the ones you can not complete.
also there are many threads about this already. does it really need a new one?
 
Wow, people are being real ******** in this thread.

Mission tick isn't going to change because of the way the system feeds back into the whole universe to affect influencing and stuff.

As far as "oh gotta go" moments, I agree that Elite is a game, not a career, and there should be a way to alleviate the rep smash. Maybe abandoning missions could give you 24 hours to return cargo to its source before it being marked as stolen?
 
I still would like longer missions - that have multiple days or even a week for their time but require to do more (go further etc).

This wouldnt solve the problem as such, but would be a work around. If you know you occasionally have commitments try to take long missions so its somewhat flexible with the time taken. - doing a bit each day etc.
 
I still would like longer missions - that have multiple days or even a week for their time but require to do more (go further etc).

This wouldnt solve the problem as such, but would be a work around. If you know you occasionally have commitments try to take long missions so its somewhat flexible with the time taken. - doing a bit each day etc.

The deliver slaves contracts usually give you multiple days to accomplish them. It's nice to be able to grab a few of those as I trade around and then go on a single buying and delivery run.

The normal goods delivery missions seem to give you anywhere from 2 to 8 hours to complete. If real life calls, you can probably still come back in time to finish the 8 hour ones. The short ones can be a pain if **** hits the fan in the real world.

I think being able to cancel contracts and return cargo within 24 hours would alleviate some headaches. And as far as bounty missions, they really shouldn't be penalized at all. All you did was NOT kill someone.
 
wait, how about a mechanic that allows you to never fail?
just don' t accept so many missions or cancel the ones you can not complete.
also there are many threads about this already. does it really need a new one?

Thanks for the negative rep, next time give a reason.

Why don't you want longer missions that require you to do more? What was so awful about that suggestion?
 
Back
Top Bottom