I've been trying to elevate my rank in the Alliance in the expectation it may be required when the T10 becomes available.
I found a nice little area of Alliance space where there's plenty of strife and a couple of nearby systems in Boom.
As a result of this, there's a lot of donation missions, both credits and goods, which can quickly increase rank.
Thing is, a lot of those missions generate chained missions.
I notice that, as the supply of chained missions increases, the number of regular missions available seems to be drying up.
What's worse is that the chained missions always seem to be high-ranking assassination missions, which isn't a lot of use since I'm using my trade Python.
Firstly, has anybody else noticed anything similar?
I'm not entirely sure whether it's my imagination or, perhaps, just an aberration.
Secondly, is this a plausible situation or not?
Seems like, if a system required things get done (hauling cargo, supplying food, donating credits or whatever) they're not going to stop needing those things just because they're also waiting for somebody to go and kill a pirate-lord.
I know the mission board has been tweaked for 2.4 but I assume there must still be some kind of limitations in place (either a finite number of missions displayed or missions spawned from a finite pool of choices) so it seems like chained missions will clog up the mission board if left ignored.
I found a nice little area of Alliance space where there's plenty of strife and a couple of nearby systems in Boom.
As a result of this, there's a lot of donation missions, both credits and goods, which can quickly increase rank.
Thing is, a lot of those missions generate chained missions.
I notice that, as the supply of chained missions increases, the number of regular missions available seems to be drying up.
What's worse is that the chained missions always seem to be high-ranking assassination missions, which isn't a lot of use since I'm using my trade Python.
Firstly, has anybody else noticed anything similar?
I'm not entirely sure whether it's my imagination or, perhaps, just an aberration.
Secondly, is this a plausible situation or not?
Seems like, if a system required things get done (hauling cargo, supplying food, donating credits or whatever) they're not going to stop needing those things just because they're also waiting for somebody to go and kill a pirate-lord.
I know the mission board has been tweaked for 2.4 but I assume there must still be some kind of limitations in place (either a finite number of missions displayed or missions spawned from a finite pool of choices) so it seems like chained missions will clog up the mission board if left ignored.