Gameplay improvements

1st - since the launch of Horizon I cant understand why SVR controls are not like every race game in the world
I mean HOLD to accelerate, RELEASE to stop
SRV controls are frustrating, from the moment you touch the ground till u have to align with the vehicle bay to board the ship
does anyone else share the same frustration? well I play with keyboard and mouse, where i live a setup for elite would cost me an eye

2nd - Odyssey missions are time taking, they could stop counting down the time once are complete
I played half a day and lost almost all missions due the time to deliver, well i was looting all settlements but, the objectives were complete xD
This time thing to deliver limits us with the number of active missions in a row, i think, makes the game more travel than action

well thats it, the things i would change to "improve" the gameplay time

fly safe commanders o7
 
now i'm embarrassed
thank you!
lets ignore the SRV topic and focus on time remaining for completed missions xD

You're welcome, it's one thing every experienced CMDR does whenever they need to reset their controls, but of course we never think to tell new players about it :rolleyes:

As for mission times, I am a bit yes and no, there must be a mission time to turn in, it comes with the concept, sort of they need something done urgently, restore the power, or assassinate the bad guys. If you stop the counter once the mission is done it makes the entire mission a bit...well silly because you could leave turning it in for months, there must be a time limit for missions. I am up for it being longer, 24 hours maybe, but not eliminated altogether.

I mean I send a person on a mission and never hear back for months do I assume they succeeded but haven't come back for the reward yet? Or did they die in the attempt and I need to send more people. It's a narrative, a small story, it needs to be completed. Ideally I would make it more complicated if you want no timer. For instance you go back a week later the NPC says "Well it was urgent, I think I mentioned that? When you didn't come back I sent a second team only to find it all done and I lost money, you owe me 50k credits now!"

Don't know whether the FDEV scripting could handle that but there must be some result of completing an urgent mission then not returning after X amount of time, either lose the mission or suffer penalty.
 
You're welcome, it's one thing every experienced CMDR does whenever they need to reset their controls, but of course we never think to tell new players about it :rolleyes:

As for mission times, I am a bit yes and no, there must be a mission time to turn in, it comes with the concept, sort of they need something done urgently, restore the power, or assassinate the bad guys. If you stop the counter once the mission is done it makes the entire mission a bit...well silly because you could leave turning it in for months, there must be a time limit for missions. I am up for it being longer, 24 hours maybe, but not eliminated altogether.

I mean I send a person on a mission and never hear back for months do I assume they succeeded but haven't come back for the reward yet? Or did they die in the attempt and I need to send more people. It's a narrative, a small story, it needs to be completed. Ideally I would make it more complicated if you want no timer. For instance you go back a week later the NPC says "Well it was urgent, I think I mentioned that? When you didn't come back I sent a second team only to find it all done and I lost money, you owe me 50k credits now!"

Don't know whether the FDEV scripting could handle that but there must be some result of completing an urgent mission then not returning after X amount of time, either lose the mission or suffer penalty.
The time makes sense, but a little more time would be nice
 
It's amazing how many gripes are just people not understanding how stuff works.

Would be nice if Odyssey missions were consistent with Horizons missions. I've just learned to not do too many at a time.
 
It's amazing how many gripes are just people not understanding how stuff works.
Yeah... might have something to do with NOT explaining too much in the settings. I don't know if it's me, but I don't think that you can demand that player try out EVERY single setting just because you are too lazy to write a proper explanation. I'd say this is the DEVs job and not the player's.
 
I think a little more time for foot missions would be good, its kind of a pain taking missions that you absolutely have to finish in that play session, not being able to take a last minute "ooh good reward materials" mission from the board to complete later after work. The fact that the countdown wont even last through an average persons work day is a bit of a sore spot.

It also doesn't make a whole lot of sense in terms of game play consistency, a courier mission in your ship for the same travel distance (one jump and a say a couple of hundred ls) has a timer of 23 hrs, while a foot mission to the same system and body only has 5-7?

Also, some foot missions that are simply a-b (or perhaps a-b-c) rather than a-b-a would be appreciated, "pick up the thing from Whatsagigger settlement and take it to my contact at Whoosywhatsit station in the Whatever System".
 
You're welcome, it's one thing every experienced CMDR does whenever they need to reset their controls, but of course we never think to tell new players about it :rolleyes:

As for mission times, I am a bit yes and no, there must be a mission time to turn in, it comes with the concept, sort of they need something done urgently, restore the power, or assassinate the bad guys. If you stop the counter once the mission is done it makes the entire mission a bit...well silly because you could leave turning it in for months, there must be a time limit for missions. I am up for it being longer, 24 hours maybe, but not eliminated altogether.

I mean I send a person on a mission and never hear back for months do I assume they succeeded but haven't come back for the reward yet? Or did they die in the attempt and I need to send more people. It's a narrative, a small story, it needs to be completed. Ideally I would make it more complicated if you want no timer. For instance you go back a week later the NPC says "Well it was urgent, I think I mentioned that? When you didn't come back I sent a second team only to find it all done and I lost money, you owe me 50k credits now!"

Don't know whether the FDEV scripting could handle that but there must be some result of completing an urgent mission then not returning after X amount of time, either lose the mission or suffer penalty.
You make a good point here.

But IMHO it needs to be taken in consideration, that the whole universe receives information about any fines or bounties on my head within microseconds after my (assumed) misbehaviour - even if I kill a NPC in a powered down station (of course it was self-defence, always [666 lines of demonically laughter deleted]). And if you fail a mission, you also receive a message about this shortly. The same thing could be expected in a success situation.
 
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