Sure thing. Just warning.You can read the mission description and not do that?
Sure thing. Just warning.You can read the mission description and not do that?
The code that creates missions is either dodgy or it's a feature, I'm not decided yet. I often end up having offered only missions of the same type. Yesterday I had only planet surface scan missions for one faction and only courier missions for another.IIRC missions are the same for everyone, so how would the game do that?
I disagree missions aren't purely random, based on pre- and post- board flipping removal observations.The code that creates missions is either dodgy or it's a feature, I'm not decided yet. I often end up having offered only missions of the same type. Yesterday I had only planet surface scan missions for one faction and only courier missions for another.
I don't know if there's some hidden mission progression dynamic or not, but missions aren't purely random.
Dont you need the ships to be at the same station to switch ships?Switching ships (apparently, I've never observed this myself) will refresh the boards.
Just a question... you know you can accept delivery missions even if you don't have sufficient cargo space now, right? If switching ships seems to be making them disappear, accept them before you switch ships.
I have a Python outfitted primarily as a cargo runner, packed with as much cargo racks as possible. Armed basically just for evasion and defense. I also have an Asp Explorer set up primarily for exploration and salvage, with a quite limited cargo space (38 units max if I recall).
What peeves me and I've noticed this A LOT, is whenever I'm in the Asp and I come to a station, there are almost ALWAYS tons of high paying cargo missions. Multi-million credit missions. I see 2-3 million credit missions quite often, and sometimes even more. These are missions that far exceed my Asp's capacity but they fall well within the capacity of my Python's hold.
Switch back to the Python and these kinds of higher paying missions suddenly become quite rare and do not turn up that frequently at all. Get back in the Asp, and voila! They're miraculously back and appearing all over the place again!
WHAT GIVES?
[3] It is true that on some occasions, certain types are more commonplace based on state, such as source missions in outbreak/famine, or massacre missions in War, the latter mostly a by-product of a misreported bug meaning FD have guaranteed a minimum amount of massacre missions spawning now... so some weighting of mission types occurs.
I disagree missions aren't purely random, based on pre- and post- board flipping removal observations.
A key thing I want to assert to start with is the general distribution of missions on an arbitrary mission board is no different before and after mode flipping was removed. A general observation about that distribution is inline with what you're suggesting, which is that mission board generation is "blobby"... once the mission board picks a type to populate, it tends to populate lots of them.
The reason mode-flipping worked was that there were two mission servers, one for Solo Players, one for non-Solo players (Private Groups, Open Play). These two servers had unique seeds, which meant the random generation of missions would be different, but generate the same missions within the 15-minute validity period (i.e every 15 minutes, the boards generate new missions, noting this is 10 minutes today post-removal of mode flipping). This could be proven by flipping from Solo to Open, then back to Solo, without bridging two validity periods.
The only difference between these two servers was the seed; all other information, state, government, economy, anything else, is common between those two servers, as it's the one BGS for both open/solo. Now comes the kicker...
- (In Solo) Mission board would generate a set of missions, say, S1
- (In Open) Mission board would generate a new set of missions, say, S2
- (Back in Solo) Mission board would generate the original set of missions S1 [1]
For all conditions held static, including the validity window, I could generate one mission listing in Solo and get, say, a bunch of delivery, salvage and source missions, and then mode-flip to Open, and get a bunch of assassination, massacre and mining missions. Of course, sometimes they'd be the same, but it'd be fair to say that the difference between the two boards was always somewhere on a slider ranging from "No difference" to "Completely different in all ways". Also remember; all other conditions are common between the two servers, only the seeding of those servers is different. This creates two possible conclusions:
I lean towards it being random, under the following conditions:
- The generation of missions is totally random[2]; or
- The generation of missions is not random, but the impact of the random seed on the server is so significant that it renders all other conditions meaningless.
Assertion: Mission Server has a hard limit of =~ 100 missions per board generation... the actual number may be different.
Step 1: Distribute 100 "missions" randomly between the factions in system. This doesn't necessarily have to equal the hard limit, but it cannot exceed it
Step 2: For each Faction with Y allocated missions
Step 2a: Randomly pick an available mission type from a weighted list[3]
Step 2b: Generate an amount of missions 0 < X < Some Fraction of Y or a fixed value Z, whichever is higher
This would bias generation in favour of multiple missions of the same type, at the unavailability of others.
[1] FD reported this was the expected behaviour, though sometimes through chance you could force a new generation through enough flipping.
[2] I'm drawing up a chart and slowly gathering evidence... but people seem to think that Economy, State, Government type have impacts on the availability of mission types; it provably does not. That is, Massacre, Delivery, Source, Courier, Surface Installation, Assassination, Salvage etc. are all available from any combination at any time. It only affects flavour text and the underlying theme of the mission (Deliver Food in famine, vs Deliver Medicine in outbreak, or Massacre Pirates in Non-war states vs Massacre Enemy Ships in War). Note there are some parameters which do affect the availability of missions, but Economy, State and Government type are not factors... except for Criminal Anarchy factions.
[3] It is true that on some occasions, certain types are more commonplace based on state, such as source missions in outbreak/famine, or massacre missions in War, the latter mostly a by-product of a misreported bug meaning FD have guaranteed a minimum amount of massacre missions spawning now... so some weighting of mission types occurs.
I feel your pain. Whenever I want to duel BigMäc, he has dual chaffs equipped as if he knows that I'm a gimbal n00b.I noticed something but with combat. If I outfit with seeker missiles every single ship has dual point defense and zero chaff.
If I switch to my gimballed builds, every single ship has dual chaff and zero PD. Go figure.
Now that I think of it, I'm going to break the Internet tonight and build a dual gimballed missle rack combo Mamba.
I could only see that working in limited circumstances. Such as if the 2 ships in question are already at the same station. But if they aren't and the station does not have a shipyard then you couldn't have your other ship transported over anyway.
It's an interesting idea though that I hadn't considered. May test this theory out.
[2] I'm drawing up a chart and slowly gathering evidence... but people seem to think that Economy, State, Government type have impacts on the availability of mission types; it provably does not. That is, Massacre, Delivery, Source, Courier, Surface Installation, Assassination, Salvage etc. are all available from any combination at any time. It only affects flavour text and the underlying theme of the mission (Deliver Food in famine, vs Deliver Medicine in outbreak, or Massacre Pirates in Non-war states vs Massacre Enemy Ships in War). Note there are some parameters which do affect the availability of missions, but Economy, State and Government type are not factors... except for Criminal Anarchy factions.
Confuse him by fitting a bunch of seekers...I feel your pain. Whenever I want to duel BigMäc, he has dual chaffs equipped as if he knows that I'm a gimbal n00b.
Next time I'll ram him to death. He'll never see that coming.
I'm really keen to understand what's meant by that, and wonder if we mean something different by type.... specifically, I'd love to hear some direct counter-examples to my claim.Hi there,
Economy, state, and government type are the primary factors on availability and prevalence of mission types at a given market.
Thanks,
Dom
Find a home system, settle yourself in it and start working on your reputation with a selected faction and its friends in the neighbouring systems.This thread is just another data point for me that the mission system is not living up to its potential. Instead of generating fun for CMDR's it often generates frustration as it is simply too difficult to find good missions, especially if you don't have 8 hours of play time in a given session to devote to that task. It is simply too random. You can have a whole area of the galaxy seeded with reputation, be elite, etc. and still waste a lot of time sifting through missions that are not worth doing. For me trying to find good paying haulage missions is the most frustrating aspect of Elite Dangerous.
It was heartening to see other areas of the game fixed in 2018, I really hope one of the 2019 updates has at least some tweaks and fixes to the missions system.
Find a home system, settle yourself in it and start working on your reputation with a selected faction and its friends in the neighbouring systems.
Your income will go up, together with missions available to you.