Liberate Hostages Mission

I have taken on a "Liberate Hostages" mission - the canister (???) containing the hostages is on a planet surface close to some "minor wreckage".

The canister shows up on my HUD screen just fine, but matter what I do, the canister is always 6.35km away from me when I target it. I can't get any closer, and if I land and take out the SRV, the canister does not show up, and my ship auto-departs so I can't use it as a reference point.

What the **** am I missing here????
 

Deleted member 115407

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Try relogging; sounds like the can is buried under terrain which can happen.
Has been consistently happening to me in Odyssey. The cans actually fall through the terrain, and just keep going.
Is relog a workaround for this?
 
Is it only me who thinks a liberate the hostages mission should have had NPC's who are held at gunpoint as hostages, rather than cargo canisters?
It sounds like they took a ship-based mission, which is canisters on the ground (i.e surface salvage)

I don't think there's any foot- based "liberate hostage" missions.
 
It sounds like they took a ship-based mission, which is canisters on the ground (i.e surface salvage)

I don't think there's any foot- based "liberate hostage" missions.
That's what confused me, as I recall the ship based onebeing essentialy a copy-pasta of the "liberate [cargo]" which you had to do ship to ship with hatchbreakers?
 
I frickin loved Infinite Warfare!!!

Cyberpunk also has hostage rescue missions, I remember doing one breaking into a Yakuza martial arts dojo to extract a hostage from the basement, and it was fun, but cargo cannisters, not so much.
 
They're terrible, buggy missions. The target ship, when it's a ship, can have a LOT of other cargo and you can be stuck hatchbreaking for an hour. There needs to be a set of criteria at which a target will stand down and give you what you want, say total shield failure, or some combo of FSD and hull damage. Target ships shouldn't be carrying anything else either.

But this has been true for years so it's never going to be fixed.
 
I frickin loved Infinite Warfare!!!

Cyberpunk also has hostage rescue missions, I remember doing one breaking into a Yakuza martial arts dojo to extract a hostage from the basement, and it was fun, but cargo cannisters, not so much.
The sad thing is that FEV could do the same, all the mechanics are already in the game, what they need is just a good mission, some voice recordings, a bit of coding maybe some additions assets and you got something interesting.
 

Deleted member 115407

D
They're terrible, buggy missions. The target ship, when it's a ship, can have a LOT of other cargo and you can be stuck hatchbreaking for an hour. There needs to be a set of criteria at which a target will stand down and give you what you want, say total shield failure, or some combo of FSD and hull damage. Target ships shouldn't be carrying anything else either.

But this has been true for years so it's never going to be fixed.
It's possible the old piracy trick would work, i.e. chase the target into an unpopulated Anarchy, then you plant them.
In those scenarios, the target used to roll over and play dead... let you hatchbreak them until they were empty.

I think I may spend some time today testing that out.

P.S. If they weren't carrying anything else it would be way too easy.
 
It's possible the old piracy trick would work, i.e. chase the target into an unpopulated Anarchy, then you plant them.
In those scenarios, the target used to roll over and play dead... let you hatchbreak them until they were empty.

I think I may spend some time today testing that out.

P.S. If they weren't carrying anything else it would be way too easy.
It isn't harder with them carrying other cargo though, it just takes a while. It's a dull addition that adds nothing fun that I can see.
 

Deleted member 115407

D
Well that wasn't so bad.
  1. Took a mission to steal micro controllers from NPC x in System y
  2. Went there, interdicted him. Scanned him... he had 324T of micro controllers.
  3. Waited for him to wake out to an unoccupied anarchy
  4. Got impatient, pirated him. He didn't put up too much of a fight. Got 30/64 cargo.
  5. Eventually he waked out to that unoccupied anarchy. Followed him
  6. Finished the job there (you don't even have to interdict them, they just drop next to the star and you follow their wake)
  7. (Admit that I ran out of limpets and had to chase him again to get the last 2T
Maybe they've tweaked NPC piracy a bit. It was doable this time and the NPC didn't just sit on my six and let me hatchbreak away.

It's especially easy right now since point defense isn't working properly.

Looking forward to another test.

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They're terrible, buggy missions. The target ship, when it's a ship, can have a LOT of other cargo and you can be stuck hatchbreaking for an hour. There needs to be a set of criteria at which a target will stand down and give you what you want, say total shield failure, or some combo of FSD and hull damage. Target ships shouldn't be carrying anything else either.

But this has been true for years so it's never going to be fixed.
I think that aspect, at least, has been fixed for a while now. I remember a patch note some time back saying that an intended behavior had been restored and hatch breakers would preferentially eject mission cargo. The last few times I've tried it that seemed to be how it worked.
 
I think that aspect, at least, has been fixed for a while now. I remember a patch note some time back saying that an intended behavior had been restored and hatch breakers would preferentially eject mission cargo. The last few times I've tried it that seemed to be how it worked.
I remember that patch note, trying it, and still not having any luck, but I might give it another go!
 

Deleted member 115407

D
I remember that patch note, trying it, and still not having any luck, but I might give it another go!
Yeah, give it a shot. That Dangerous T-9 was a total chump, and it didn't take much effort to complete my mission.
Maybe I'll just spend the day pirating NPCs (mission and non-mission) just for fun.
 
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