Delivery missions to outposts require far too much cargo space.

For the missions I have seen so far (granted I am not very ranked or in with any factions yet) 10% seems a bit steep, but I like the idea. Maybe somewhere around 2-5%. I wouldn't mind doing a quick bit of arithmetic in my head to decide whether it was worth it.
I was kind of thinking of 5% being the minimum penalty with the penalty per trip decaying with number of trips, reward scaling based on trips could be as follows:-
  1. 100%
  2. 95%
  3. 90.3%
  4. 85.7%
  5. 81.5%
  6. 77.4%
  7. 73.5%
  8. 69.8%
  9. 66.3%
  10. 63.0%

With this kind of setup a 16T cargo capacity ship would only earn up to 63% of the advertised reward for a 160T mission but at the same time any penalties over the required 10 trips would be similarly reduced, and each leg could have wrinkle bonus potential meaning that more could be gained than lost in theory - depending on the specific wrinkles. An example of 9/10 successful trips would be 56.7% of the reward with 6.3% of the penalties for the failed trip.

The precise maths should be easy for FD to calculate and present to the user at time of mission award.
 
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I completely agree that hauling missions should be made available for multiple runs within the allowed mission timing- as the timer itself defines the mission parameters already. Simply adjust the turn-in quantities similar to completion any other multiple run turn-in (combat bonds, engineer requests, etc.) and the mission pays out as soon as the entire quantity is completed within the timer.

It would also increase the viability of smaller ships being able to perform larger quantity hauling amounts albeit in multiple runs- but if you're willing to risk your neck to do it among multiple possible interdictions... then why not? The frequency of chance of failure would be tremendously increased, after all. If you lose the goods even once- you're risking mission failure.

That would allow for true player choice, instead of being pigeonholed into a "meta" style. Those who want to fly their bigger, more expensive ships are still free to do so- while those who like to fly smaller vessels now have the ability to do the same with increased risk of mission failure.
 
After nearly two years in the game, I got my Python last month. I was delighted to see that there were regular trade missions that allowed me to make decent money (not huge amounts, but decent). And now you want to nerf them? No, sir. Just no!

*And for the sake of full disclosure, I see 180t missions about one in 10; most are for between 30 and 120t. And that's in factions where I'm allowed with almost everyone.
 
OP is absolutely right. I came to the same conclusion today at the current CG location after looking through the missions, having switched to my Krait from a T-10.

In the T-10 I am told the ship is too large ... because it's to an outpost. In the Krait, which is set up as a fighter, I am told the ship doesn't have enough cargo space :mad:

Perhaps its "balanced" to make the Python desirable over the Krait for some things.

So, at the next CG I am likely to need:

T-10 for cargo hauls;
Krait for the bounty stuff;
Python for the missions made available as you rank up at the station
 
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Hey, don't judge just because somebody needs an unreasonably large amount of biowaste. Just drop it off and don't ask questions.:rolleyes:
 
OP is absolutely right. I came to the same conclusion today at the current CG location after looking through the missions, having switched to my Krait from a T-10.

In the T-10 I am told the ship is too large ... because it's to an outpost. In the Krait, which is set up as a fighter, I am told the ship doesn't have enough cargo space :mad:

Perhaps its "balanced" to make the Python desirable over the Krait for some things.

For PvE the Krait can easily hold 180 tonnes and still fight. Currently running mine with 184 tonnes as a smuggler/bounty hunter.
 
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