General Extend Mission Time or Remove Time Limit

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Hi everyone,

I am sorry if this has already been suggested and I just didn't see. But I would like more time to complete missions. I've noticed that on long missions such as sightseeing ones where you have to go to 6 different places and they're each 12-16 jumps away from each other. Between fuel scooping and jumping, it eats away a lot of time.

Just a thought.

Thanks.
 
Id like to see a range of mission times. some data missions needing to be done within 30min or less, a cargo run done in an hour, a mercenary hunt in a week. what i dislike now are the 24 hour missions. If i start it when i get off work and cant finish it before bed then I'm screwed because it'll expire as I'm getting back from work. id like those 24 hour missions be something like 28 hours, or just 12 so its a no brainer it must be finished within a single day
 
Id like to see a range of mission times. some data missions needing to be done within 30min or less, a cargo run done in an hour, a mercenary hunt in a week. what i dislike now are the 24 hour missions. If i start it when i get off work and cant finish it before bed then I'm screwed because it'll expire as I'm getting back from work. id like those 24 hour missions be something like 28 hours, or just 12 so its a no brainer it must be finished within a single day

To be fair, we used to have it like this, except very few (if any) missions were 24 hour plus.

Realistically though, the simplest solution is to simply not take on missions you don't think you can complete. Or, take on missions that head to the same system.
 
It's a tricky balance - too short a time limit and you can't do them over multiple sessions, too long a time limit and the risk that the BGS state changes midway to make the mission uncompletable goes way up.

(There's quite a few bug reports that boil down to "the faction retreated between me taking the mission and trying to complete it")
 
It's a tricky balance - too short a time limit and you can't do them over multiple sessions, too long a time limit and the risk that the BGS state changes midway to make the mission uncompletable goes way up.

(There's quite a few bug reports that boil down to "the faction retreated between me taking the mission and trying to complete it")

It would be interesting if the mission itself provided a warning that this might happen. It could be in the description or even as part of a covert communication "sorry pilot we have retreated from system X, but you can still complete your mission if you drop it off at system Y (the nearest system where the faction is present)".

Would kinda eliminate those bug reports, if folk ever read the comm message.
 
Yeah this has been discussed a lot. No reason not to keep bringing it up, though, because it certainly is a problem with the game.

Ideally mission timers would be used for challenge purposes only, and would only count down when you are actually in the game. If this were the case the timers could be much shorter and could be balanced around the tasks to which they are connected.

It’s profoundly idiotic to have the timers counting down while you are logged out of the game, because there’s basically NO way to balance something like that.

Mostly what Frontier uses the mission timers for is to make sure whatever mission you’re running isn’t too far out of sync with whatever BackGround Simulation system state generated the mission in the first place. They ALSO sometimes try to use it as some sort of challenge incentive, but these two approaches are fundamentally at odds with one another.

People run missions for the personal rewards as well as to manipulate the faction and system states of the BGS, and the timers are less of a gameplay design element and more of a safeguard to protect the BGS part of the game from manipulation.

A good solution - apart from, you know, the work involved in making it - would be two different mission timers: a shorter one which ticks down only while you’re signed into the game, which results in failure when time runs out (plus maybe a bonus payout for completion under “par time”), and a longer real-time one like what we have now, but instead of wiping your mission at the end of the countdown it would just forfeit all BGS and faction influence effects.

That way pass/fail/bonus timers could be used by the devs in mission design as an element to reward efficiency and skillful play, rather than just as an automated “cleanup” tool for maintaining the BGS.
 
There is a range from 1(?)h for some bulk cattle transport to 6 days for some scan missions. Plus the long range missions. But normal missions are 24h and a little variety there wouldn't be so bad.
 
It's already been dramatically extended, to the point there is generally no pressure at all to complete a mission, even when there should be.

Was far easier to justify obscene payouts for transport or smuggling missions, for example, when one had to scramble to get them done in 20 minutes.
 
It's already been dramatically extended, to the point there is generally no pressure at all to complete a mission, even when there should be.

Was far easier to justify obscene payouts for transport or smuggling missions, for example, when one had to scramble to get them done in 20 minutes.
most things I agree a 'time to beat' would make it a little edgier, you'd might actually try running from npcs instead of destroying them to make it on time. however i think there should also be a system for reduced pay on a late delivery (simi-conductors are still usable even if late). but a data hack mission during a war is all about timing, no pay if its late. Massacre missions are the one that get me in trouble, if it goes well i can do 35 kills in a session before i'm numb from nipping away at the ultra armored warzone ships. missions that have higher kill counts must be week long for me to complete them.
 
Hi everyone,

I am sorry if this has already been suggested and I just didn't see. But I would like more time to complete missions. I've noticed that on long missions such as sightseeing ones where you have to go to 6 different places and they're each 12-16 jumps away from each other. Between fuel scooping and jumping, it eats away a lot of time.

Just a thought.

Thanks.
Absolutely. They need to just remove mission timers. You already have a limit of how many missions you can accept. I'm sure they do this ONLY for their server loads. People have lives, and you shouldn't be prevented from taking a break from a game if you want to. We are not hostages or slaves or employees. We're the players, the customers. And, if we want to take a break from using the product, we should be allowed to. We should be able to eat, sleep, go to work, work out, or even play other games. When we come back, we should be allowed to pick up where we left off just as (and I cannot emphasize this enough) all of your competition (ie, other games) allows you to do. So, stop treating us like we are forced to play. End mission timers now! Thank you:)
 
On AX missions, you can't even complete if invasion or alert systems are liberated unless heading into any control systems but even then not always easy to locate say Medusas or Hydras etc. Can we hand missions in similar to bounties or bonds and suffer a small fee or at the very least be able to hand in where that faction is present rather than jumping around so much especially with many being planet ports.
 
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It's still relevant because the game still has mission timers in it. Thus, your silly little gif is silly. Also, I'm reasonably certain that you do not live by your own convictions. Your habitation is likely more than a few months old. By this philosophy, you should abandon it as not timely. But, yet, you stay there because it still effectively provides you shelter, just as this post in its entirety is still relevant to our world. Indeed, you also are more than a few months old. Are all people older than 6 months old irrelevant and should be ignored? Of course not. Thus, again, this strange philosophy that slightly older but still relevant posts are useless is incorrect. Many people still get information from such things, which is why forums and other types of internet things remain searchable.
 
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