Well frankly, if we are being frank, telling you everything about a mission before you take it is a poor way to design missions, it removes any excitement and adventure that might exist and I don't think I have been on any quests or missions in any other MMO's that gives you explicit information about your chosen quest before you take it. Sure there are often spoilers online, but they are written after people have aready done the quests.
If there are types of missions that send you to places or have you do things you don't like doing, then simply don't take those sorts of missions, leave them for others, but to expect an explicit, detailed description of the mission down to the distance you may have to travel is a bizarre request for an open world MMO, specially one like ED where the mission targets are often generated on the fly and even the dev's may not know how far away a USS will spawn.
You don't know any MMOs that do that? Well, there's plenty that do, nearly all in my experience.... but not much point trying to debate it with you if you don't think any exist.
As for "Explicit, detailed descriptions", I never asked for that at all, so I don't know why you're saying that. Mission wrinkles are great. I have no problem with a mission where it says "Oh hey, you now need to go to this other system to meet a contact", or "hey, you've got a tail", or "Here's an alternative destination offer"... regardless of whether I take them or not, that's the "adventure" you're talking about. Wondering whether my mission target is going to be 50 Ls or 500,000Ls away is not... and not taking a mission because the distance between bodies in a system is far apart isn't an "intelligent choice" or even sensible gameplay design; it's metagaming, and has nothing to do with "role play" or building a sense of adventure.
Defering to Riverside's post below, Assassination missions give info like finding the target "Between stars A and B", or "Target is in vicinity of Star B". If that info was available in the mission description, that would allow for much more educated and interesting decisions about your mission choices. Heck, let's have some missions like that, and others where there is actually no information available, and pump the reward a bit more for going in darker than you normally would.
There's a nearby system with a single, landable planet, and a few nonlandables which just happens to be at the secondary star 200,000 Ls away. The outpost also happens to orbit it. I know I can stack a bunch of missions to that system and they'll all be in the same vicinity of each other, and I do that regularly. Again, that's not generating a sense of adventure. It's metagaming, pure and simple.
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Does that help to clarify? I'm looking for common ground here, it's a given that things taking a long time isn't universally popular.
Not entirely sure what you were trying to explain then... but yes, long-time things aren't universally popular, which is why being able to plan and have even just some vague idea of what you're getting in to would help. I'd have no problem with bigger fluctuations in that sort of thing, if the game recognised it, but it doesn't, and that comes down to the systemic inconsistency of design and progression in the game (e.g How do you find things on planets? Look for blue circles. Where did you find barnacles pre-FSS? Not look for blue circles. Hmmm....)
How hard is it to jump to that location and see if it 50 LS or 250,000 Ls and decide if the travel worth the credit earned? A little rep lost is not the end of the world. If I cried because a Combat mission was too hard for me and posted on the Forums, I would laugh out of the game.
Please start using common sense gameplay.
Uh... thanks mate? Where did I complain about having to travel 250k Ls? OP might be... but I'm not.
tangentially... i don't mind having to traipse across the system for 20-60 minutes... but consistent behavior is important to good game design.
But how hard is it? Harder than just flipping the game to get a different, closer USS spawn. Again, poor game design, which is what this aspect of the game is.