Can you accept cargo or materials mission rewards now if you cannot store the full amount?

I know it used to be that you were literally unable to complete a mission and accept a reward that included cargo or materials of your cargo hold respectively materials inventory did not have enough room for the full amount.

Is that still the case? Or has this finally been addressed in the meantime?
 
If you are smart, you can store your shields and buy a cargo module to accept the reward before the mission is handed in. Then you can restore the shield module to your ship, assuming your mission required you to hand in cargo.
 
As above, but you won't fail the mission, just won't be able to accept that particular reward - all missions now come with three possible reward combinations, one of which is always just credits.
 
As far as I'm aware, you can accept material rewards if that material isn't full.

i.e a mission offering, sya, five exquisite focus crystals will let you accept it if you have say 98/100, but not if you have 100/100.

But... I'm not sure why you'd accept these rewards if you can't take them 🤔 Only thing I can think of is mission cargo, which you need for <some engineer>, but since you usually need more of these than a mission would offer, I can't see why you'd sell yourself short and only accept a smaller amount if you needed them. Like above, just temporarily fit a cargo rack and store one of your optional internals until you've dealt with it.
 
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As far as I'm aware, you can accept material rewards if that material isn't full.

i.e a mission offering, sya, five exquisite focus crystals will let you accept it if you have say 98/100, but not if you have 100/100.

But... I'm not sure why you'd accept these rewards if you can't take them 🤔

They are always greyed out for me if I can't accept the lot - as in your example. Can scoop up a material if I've got less than three spaces available though.
 
I am fairly certain you can't accept the material alternative if it's 5 and you have say 98/100. I made a report about before the new bugreport era (that trackmabobthingy) but got shoved off by official sources, WAI (working as intended)
And knowing FD trackrecords, they haven't suddenly "fixed" that (unless unintentionally ofcourse) :unsure:

And as Faded Glory says, in space you can scoop it up, as long as you have 1 spot free. Make up your darn mind FD 😄 ( I smile, but inside, I am dead )


MDH
 
Except for the "Unlock" cargos (like something membranes and something hoses) and one or two others maybe, I see no point in getting these things at all.

In EvE I would always accept them then when I had enough, find a genuinely good market for them and make a killing. However, in ED I can see no disadvantage to grabbing the money, or engineering mats. and moving onto the next mission. And no advantage in accepting them.
 
In EvE I would always accept them then when I had enough, find a genuinely good market for them and make a killing. However, in ED I can see no disadvantage to grabbing the money, or engineering mats. and moving onto the next mission. And no advantage in accepting them.
For the cargo rewards, there's two scenarios that can be useful in the right circumstances, given the cargo rewards are given to you as if you bought them at the galactic average (and thusly deducted from the reward).

1. Cargo rewards are always based on the economy of the originating station. If you take a mission where you hand it in at a different station (Courier, delivery, passenger), the cargo reward may be an import at that station, and will sell better than the price you're given them at. This will give slightly more credits, but more importantly, additional influence economic buffs... though only if extra inf isn't a reward option already.

2. If the cargo is something with an extreme profit margin not based on the usual galactic average, e.g Military Grade Fabrics, which has a galactic average of ~900, but a maximum sell of 14,000cr.

Both of these are fairly niche though.
 
As above, but you won't fail the mission, just won't be able to accept that particular reward - all missions now come with three possible reward combinations, one of which is always just credits.
except smuggling missions which break as before if your material storage is full and now you have to beeline out of the station with a bunch of hot goods to trade them, then smuggle them into the material trader, then back
 
1. Cargo rewards are always based on the economy of the originating station. If you take a mission where you hand it in at a different station (Courier, delivery, passenger), the cargo reward may be an import at that station, and will sell better than the price you're given them at. This will give slightly more credits, but more importantly, additional influence economic buffs... though only if extra inf isn't a reward option already.
Depending on the relative economies, you may even be able to turn around and stick the cargo reward straight into a local faction's source mission and probably double your payout. (Considerably more than double, with a Palladium/Gold/Silver sourcing mission)

A third use of them: if you're out in Colonia, running missions for refineries isn't a bad way to obtain Tritium, if you're just operating a local carrier.
 
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