implementation of carrier missions coming?

I would likee to see spaceship-transfer-missions (carrier missions) for players to deliver space ships to somewhere else

This may work as followed:
- Ships can only be transfered to stations with shipyards (logical)
- If the player accepts a carrier mission at a station he first has to pay an insurance fee for the ship he wants to get the transfer mission which is calculated by the mission-ship's value and the distance the carrier has to deliver it.
- The carrier has to deliver the ship within a timeframe. When the timeframe has been reached, the ship self destructs. (The owner of the ship gets nothing (but of course his ship back, staying again in the original station)
- The carrier delivers the ship to the players base (destination) and receives his reward as soon he lands.
- Then the carrier buys a new ship at the station hs has transferd the mission ship (a sidewinder should be possible to buy everywhere) and flies back or wherever he wants.
- the carrier is not allowed to transfer cargo with the mission ship
- some of the equipment of the mission ship are deactivated and can not be activated by the carrier (cargo scanner, etc.)
- the player should not receive the carrier-mission if he has cargo in his own ship (or any other sort of deliver-mission)
- if the player accepts the mission his own ship is stored at the station he gets the mission from
- as long as the player is at duty to deliver the ship he is not allowed to leave the ship
- if the carrier self destructs the mission-ship he is transfered to the station where his own ship is docked (and looses the insurance fee for the mission ship he has already paied) The owner of the ship looses nothing. His ship is still at the origianl shipyard.
- if the carrier fails the mission he looses the insurance fee he has paid for that mission
- this concept may work for real player ships as well for "NPC" ships (I hope :))
 
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So you'd be kind of space valet, and the entire bubble is your parking lot? I wouldn't mind that, I imagine it would give you the chance to fly a whole bunch of ships that you'd otherwise have to purchase to try out.
 
So you'd be kind of space valet, and the entire bubble is your parking lot? I wouldn't mind that, I imagine it would give you the chance to fly a whole bunch of ships that you'd otherwise have to purchase to try out.

Why should this be wrong? A timeframe for some hours to try out a ship... BUT keep in mind,
if you do not manage to deliver the ship on time you will loose your insurance fee you have paied for the ship that you need to deliver for the mission.

(And you are not allowed to leave the ship as long you have the mission active nore you are allowed to get cargo into the ship.. and some of the equipment can not be activated like the warp signal scanner..etc.)

So you would try out the ship BUT you will loose credits if you fail the mission.
Depending on the mission's value you may loose lots of credits.

So if a beginner takes a carrier mission to fly a cutter... and scratches his ramining credits to pay the insurance fee to receive the mission and to fly the well fitted cutter for some hours... he may be penniless afterwards if he fails the mission .
 
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Well, nice idea for a new mission type, but please don't link it to actual transfers by players. The transfer of player ships should be handled in the background (with a reasonable but not to long delay) and not by a player ... not mentioning the rare situations where a player is just in time in a station from where a ship is called.

But back to the transfer missions: I would like to see this happen. Let the engine generate a nice (or not so nice ^^) ship randomly and the player has to deliver it in time. Afterwards he is sent back (in Background by a passanger ship) and sits again in his own ship which he had used before the mission. If the timer runs out the ship should not explode, but the profit should be reduced significantly. Also, the player should not be able to set routes to other systems but the target system and station, but he should be able to set parameters for the route (with the new routing function, chosing only high sec systems for example)
 
Well, nice idea for a new mission type, but please don't link it to actual transfers by players. The transfer of player ships should be handled in the background (with a reasonable but not to long delay) and not by a player ... not mentioning the rare situations where a player is just in time in a station from where a ship is called.

But back to the transfer missions: I would like to see this happen. Let the engine generate a nice (or not so nice ^^) ship randomly and the player has to deliver it in time. Afterwards he is sent back (in Background by a passanger ship) and sits again in his own ship which he had used before the mission. If the timer runs out the ship should not explode, but the profit should be reduced significantly. Also, the player should not be able to set routes to other systems but the target system and station, but he should be able to set parameters for the route (with the new routing function, chosing only high sec systems for example)

Yes, real player missions, initiated by a player may not work.

But I guess the ship must explode if the time runs out, otherwise there may be too many alternatives that need to be considered in order to accomplish a logical gameplay.
When the ship the player should transfer has exploded the player is revived at the system he has docked his own ship and of course he lost all the mission-profit he would have gotten as well as the ensurance fee for the not-transferred but destroyed ship.
 
Lots of caveats and game mechanics extras to make this work.

I would like to see this in game but with the amount of extra code and logic loops and everything FD would need to write for this I can't see it being at the top of the to-do list anytime soon.
 
Yeah, not for player ships..

insurance ce all well and good, but I don't want some grumpys sweat on my lavian-SeaCat-leather flight controls.

(and the Ferguson.... Unimaginable)
 
so if I pick up ship A, and fly it to station B, how do I get back to station A to pick up my ship?

I would like to see more indepth missions in Elite for sure. Shows people are thinking about solutions, rather than just criticising everything.
 
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