Kill pirate mission, alternative mission to abandon resets kill count

Why in the hell would it do this? Taking the alternate mission should be a CHOICE not forced on you because you dropped into an unidentified signal source and some guy is there asking you to do something else.

I hope this is part of what's being fixed with 1.3.
 
It is a bug, and irritating. ;) You can still complete the mission and go ahead an kill the required number of pirates, although if you've already started, i think it resets the count to zero. If I take those missions now, I no longer go to USS's, I just go to a nav beacon and kill wanted NPC's until I achieve the goal, Not all wanted NPC's count as pirates, but if they scan you first, then they do count, and even some that haven't scanned you end up counting too. A bit of a bizarre system, but it works for me without the irritation of the alternative mission.
 
Yes, it's one of the few issues that are probably linked to the current mission code being a place holder. The hope is, 1.3's mission overhaul eliminates these problems and makes it easier for FD to hotfix any new bugs.

FD haven't gone into details but the impression I get is the current system is heavily hard coded scripting. But the revamp is a modular design that allows new missions, mission branching and mission editing to be performed quickly and simply.

We're so close to 1.3 now that it'd be a waste of resources to fix the legacy system. I stopped doing missions a while back.
 
been there since late beta.
Its annoying, I've had several tickets closed on it.
Like Ydiss says, hopefully 1.3 fixes all these branching issues.
 
One of the ways to work round this is as follows.

When looking at the mission in the BB, check the system or systems to be sure it has at least one station. With a station you can be sure it has a nav beacon.
Go to system and do not hunt or check any USS, head for the nav. beacon.
You can either check all the ships and only kill the wanted, can take a little time or have a couple of tons of cargo and wait to be scanned. Pirates will let you know who they are. Again this can take a little time but there is usually plenty of time in mission countdown. This may work at RES also but never tried it, I always use a nav beacon. If some consider this an exploit or cheat please ticket it and I'll abide by FDs call.
 
It is a bug, and irritating. ;) You can still complete the mission and go ahead an kill the required number of pirates, although if you've already started, i think it resets the count to zero. If I take those missions now, I no longer go to USS's, I just go to a nav beacon and kill wanted NPC's until I achieve the goal, Not all wanted NPC's count as pirates, but if they scan you first, then they do count, and even some that haven't scanned you end up counting too. A bit of a bizarre system, but it works for me without the irritation of the alternative mission.


Yeah I had 5 out of 7, but I just went back and killed 7 more, would have been 8 but the last little runt ran.

Which brings me to my next issue, I think the damage taken when using a FSDI needs work, either a more complex mini game where certain factors can mitigate the damage, 7-10% is pretty harsh per interdiction, I think there were two completely separate threads started on it just today.

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Yes, it's one of the few issues that are probably linked to the current mission code being a place holder. The hope is, 1.3's mission overhaul eliminates these problems and makes it easier for FD to hotfix any new bugs.

FD haven't gone into details but the impression I get is the current system is heavily hard coded scripting. But the revamp is a modular design that allows new missions, mission branching and mission editing to be performed quickly and simply.

We're so close to 1.3 now that it'd be a waste of resources to fix the legacy system. I stopped doing missions a while back.

I would avoid them too, but I'm working on raising the influence of a party in a civil war, trying to save them from a larger, authoritarian foe in their system.

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One of the ways to work round this is as follows.

When looking at the mission in the BB, check the system or systems to be sure it has at least one station. With a station you can be sure it has a nav beacon.
Go to system and do not hunt or check any USS, head for the nav. beacon.
You can either check all the ships and only kill the wanted, can take a little time or have a couple of tons of cargo and wait to be scanned. Pirates will let you know who they are. Again this can take a little time but there is usually plenty of time in mission countdown. This may work at RES also but never tried it, I always use a nav beacon. If some consider this an exploit or cheat please ticket it and I'll abide by FDs call.

I killed a bounty at the Nav Beacon, it didn't count it, it only counted interdicted pirates.
 
Yeah I had 5 out of 7, but I just went back and killed 7 more, would have been 8 but the last little runt ran.

Which brings me to my next issue, I think the damage taken when using a FSDI needs work, either a more complex mini game where certain factors can mitigate the damage, 7-10% is pretty harsh per interdiction, I think there were two completely separate threads started on it just today.

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I would avoid them too, but I'm working on raising the influence of a party in a civil war, trying to save them from a larger, authoritarian foe in their system.

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I killed a bounty at the Nav Beacon, it didn't count it, it only counted interdicted pirates.

That's because not all criminals are pirates.

Some are smugglers.

The advice is sound. Keep killing at a nav beacon and you'll get your quota. Ignore USS.
 
Yeah I had 5 out of 7, but I just went back and killed 7 more, would have been 8 but the last little runt ran.

Which brings me to my next issue, I think the damage taken when using a FSDI needs work, either a more complex mini game where certain factors can mitigate the damage, 7-10% is pretty harsh per interdiction, I think there were two completely separate threads started on it just today.

- - - Updated - - -



I would avoid them too, but I'm working on raising the influence of a party in a civil war, trying to save them from a larger, authoritarian foe in their system.

- - - Updated - - -



I killed a bounty at the Nav Beacon, it didn't count it, it only counted interdicted pirates.

Not all wanted at navs are pirates, as ydiss said. "Are you hauling anything of value?" Thats one of the lines that indicate its a pirate, if you are scanned with nothing being said that is a cop or bounty hunter, just in case you didn't know.
 
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