I suggests that mission timers only counts ingame time.
The logic behind this is that people who have limited playtime can take take missions and continue where they left off, without having to fear that they will not make it.
So if a specific long range mission with a timeframe of one week, would take an estimated 12 hours play time to complete. I can easily do that in two sessions.... but people who only have a few hours each week to escape into Elite, have almost no chance to complete that mission, as that would take them 3-4 weeks to complete.
So without punish those player, chaning mission timers to be counted as ingame time, would make sense. And I do not expect this to complicated to add.
Today I guess the mission timer is set to ingame time when you pick the mission and then game checks how long have passed since you accepted the mission, if the current date is bigger than the starting date + mission time, then mission failed (unless it was completed).
You only need to add a counter that increases every minute (second, etc) and that counter is unique for each player, as this represents their ingame time. (you already sort of track this already), and now when you accept a mission, we store your current counter as "starting date", now we can keep the same logic, add mission time to "starting date" if that is less than they current counter, mission failed due to mission time expired.
The logic behind this is that people who have limited playtime can take take missions and continue where they left off, without having to fear that they will not make it.
So if a specific long range mission with a timeframe of one week, would take an estimated 12 hours play time to complete. I can easily do that in two sessions.... but people who only have a few hours each week to escape into Elite, have almost no chance to complete that mission, as that would take them 3-4 weeks to complete.
So without punish those player, chaning mission timers to be counted as ingame time, would make sense. And I do not expect this to complicated to add.
Today I guess the mission timer is set to ingame time when you pick the mission and then game checks how long have passed since you accepted the mission, if the current date is bigger than the starting date + mission time, then mission failed (unless it was completed).
You only need to add a counter that increases every minute (second, etc) and that counter is unique for each player, as this represents their ingame time. (you already sort of track this already), and now when you accept a mission, we store your current counter as "starting date", now we can keep the same logic, add mission time to "starting date" if that is less than they current counter, mission failed due to mission time expired.