Mission Rewards

I've been trying to do passenger missions in my Sidewinder. I have two 2E economy cabins. abd a 1E (2T) cargo rack. Such passenger missions are very rare. It can take up to ten refreshes of the board to get one, but when they do come, nearly every one offers 4T of commodities as a mission reward. I can accept those, but they can't be completed because I don't have enough cargo space.

What's the point of offering rewards when they stop you from doing the mission? Passenger missions are the exact opposite of normal ones in that respect, in that normal ones can't be accepted if you don't have the space, but they can be completed if you don't have it, like when you use the space for carrying cargo. Did I get something wrong or is this really poor game design? I thought I read somewhere that that was supposed to have been sorted out.
 
It's a hangover from when engineers required commodities as well as materials, and it really should be gone by now. As far as I'm concerned it serves no purpose other than to be bloody annoying and a waste of my time. I shouldn't have to go into outfitting to change my loadout in order to cash in a mission. Come on FDev - either give us the option to waive these rewards or just get rid of them altogether. This feature adds nothing but pointless faff.

EDIT: Yes, yes Modular Terminals. So simply change that unlock requirement to something else instead. It's not like Qwent needing Modular Terminals is an important part of Elite lore is it?
 
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You're in a Sidewinder. Being a Sidewinder only pilot you're a bit a fringe case.

Still you can't beat the view from the Sidewinders beautiful canopy. Best in the game. A natural tourist ship.
 
Did I get something wrong or is this really poor game design? I thought I read somewhere that that was supposed to have been sorted out.

;)


It's a design oversight, and the only way to fix it is to buy another ship and always keeping a size 2 4 tons cargo bay no matter the profession when running missions/passengers.

Of course it would be simpler to just add 4 tons of cargo for every ship as a integrated module, but that would collapse the balance of the game and make immersion impossible.
 
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You're in a Sidewinder. Being a Sidewinder only pilot you're a bit a fringe case.

Still you can't beat the view from the Sidewinders beautiful canopy. Best in the game. A natural tourist ship.

I often fly passenger missions in bigger ships without cargo racks. If you're running passengers why install a cargo rack when you could use the slot for a cabin? In a bigger ship the workaround is to swap in a cargo rack to claim the reward and then swap it out again. But it's hassle, and the value of the goods isn't worth it.
 
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On a similar note, I can accept assassination missions when I'm flying my Sidewinder which I can't complete because I get dusted by my Elite Pirate Lord target flying an Anaconda.

Is this a design oversight too, or will I be forced to purchase and outfit a ship more suitable for my intended purpose?
 
On a similar note, I can accept assassination missions when I'm flying my Sidewinder which I can't complete because I get dusted by my Elite Pirate Lord target flying an Anaconda.

Is this a design oversight too, or will I be forced to purchase and outfit a ship more suitable for my intended purpose?

That's not a fair comparison. The OP is talking about missions the actual requirements of which his ship is perfectly capable of completing. The inability to take on board unwanted cargo as a 'reward' for a job you have already completed is a bloody silly thing to refuse payment over. Immediately selling four tons of whatever for a paltry amount of money is not compelling gameplay anyway. There's no downside to getting rid of it.
 
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You're in a Sidewinder. Being a Sidewinder only pilot you're a bit a fringe case.
Hardly a fringe case when 99% of CMDRs start in one.

The really silly thing is that the mission payouts are lowered when materials and/or cargo are included as part of the reward. What is needed is a way of negotiating rewards up front. So you want MTs and rep, expect not to be paid much; don't want the platinum, you get offered the retail cost instead of the shinies; want a few more credits than were offered, you might lose reputation rather than gain it.

On a similar note, I can accept assassination missions when I'm flying my Sidewinder which I can't complete because I get dusted by my Elite Pirate Lord target flying an Anaconda.

Is this a design oversight too, or will I be forced to purchase and outfit a ship more suitable for my intended purpose?
No, this is what is known as a stupid comparison. (technical term)
 
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On a similar note, I can accept assassination missions when I'm flying my Sidewinder which I can't complete because I get dusted by my Elite Pirate Lord target flying an Anaconda.

Is this a design oversight too, or will I be forced to purchase and outfit a ship more suitable for my intended purpose?


I think the sidewinder is more than suitable for the job, but I'd recommend painting it yellow and adding a checkered black decal.
 
But.... but... how will we appease Marco Qwent's modular terminal lust?

Do they expect us to *GULP* BUY the terminals like we do with the rares?
 
That's not a fair comparison. The OP is talking about missions the actual requirements of which his ship is perfectly capable of completing. The inability to take on board unwanted cargo as a 'reward' for a job you have already completed is a bloody silly thing to refuse payment over. Immediately selling four tons of whatever for a paltry amount of money is not compelling gameplay anyway. There's no downside to getting rid of it.

Tend to humbly disagree. The mission description would clearly state, in whatever colour you have set, that part of the requirement for accepting this mission is that the faction will reward you in both credits and materials. To say the OP is disadvantaged because he has chosen to fly a ship that has limited cargo space is exactly the same as me complaining I can't accept a boom delivery mission to transport 108T of cargo because I can only take 88T. The OP has a choice, either not accept those missions where he knows he can't complete it because of the reward of materials, or his invests for the ship the next size up to all for the capacity requirements.

Why must every that doesn't 'fit' one Commander be labelled a design fault!
 
Tend to humbly disagree. The mission description would clearly state, in whatever colour you have set, that part of the requirement for accepting this mission is that the faction will reward you in both credits and materials. To say the OP is disadvantaged because he has chosen to fly a ship that has limited cargo space is exactly the same as me complaining I can't accept a boom delivery mission to transport 108T of cargo because I can only take 88T. The OP has a choice, either not accept those missions where he knows he can't complete it because of the reward of materials, or his invests for the ship the next size up to all for the capacity requirements.

Why must every that doesn't 'fit' one Commander be labelled a design fault!

You made a poor analogy. The mission you refer to is hauling 108T of cargo. The problem the OP is referring to has nothing to do with an inability to complete the mission, but an inability to accept or reject payment for doing so. I don't think those commodity missions were designed to filter out the sidewinders.
 
You made a poor analogy. The mission you refer to is hauling 108T of cargo. The problem the OP is referring to has nothing to do with an inability to complete the mission, but an inability to accept or reject payment for doing so. I don't think those commodity missions were designed to filter out the sidewinders.

Yet the mission requirements clearly state that part of accepting the mission is the ability to receive 'x' amount of cargo as part of the reward/payment. And being in a sidewinder doesn't have anything to do with the problem, he could be in a Cutter but unless he has one cargo rack capable of holding the required mats he is in exactly the same problem as he is now. The OP actually has a very simple solution, exchange on of the cabins for another cargo rack!
 
Tend to humbly disagree. The mission description would clearly state, in whatever colour you have set, that part of the requirement for accepting this mission is that the faction will reward you in both credits and materials. To say the OP is disadvantaged because he has chosen to fly a ship that has limited cargo space is exactly the same as me complaining I can't accept a boom delivery mission to transport 108T of cargo because I can only take 88T. The OP has a choice, either not accept those missions where he knows he can't complete it because of the reward of materials, or his invests for the ship the next size up to all for the capacity requirements.

Why must every that doesn't 'fit' one Commander be labelled a design fault!

But in this case it is a design fault. Not because it hinders the OP or Sidewinder commaders specifically, but because it is a useless hindrance to all of us.

Yet the mission requirements clearly state that part of accepting the mission is the ability to receive 'x' amount of cargo as part of the reward/payment.

I don't have a problem with how clearly it states this. That isn't the issue. The issue is that it shouldn't, in my opinion, require this in the first place. Ever hear of the is-ought fallacy?

The OP actually has a very simple solution, exchange on of the cabins for another cargo rack!

Presumably both cabins are full of passengers who refuse to get off the ship until they've forced the OP to take four tons of pointless cargo. Where is the internal logic in that? Even in cases where the workaround is possible, having to go into outfitting to temporarily equip a rack so you can receive some cargo, immediately sell it for an insignificant sum, go back into outfitting, re-equip the module you actually want in your loadout - how is that compelling gameplay? What do cargo rewards bring to the game that justifies all that faff?
 
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But in this case it is a design fault. Not because it hinders the OP or Sidewinder commaders specifically, but because it is a useless hindrance to all of us.



I don't have a problem with how clearly it states this. That isn't the issue. The issue is that it shouldn't, in my opinion, require this in the first place. Ever hear of the is-ought fallacy?



Presumably both cabins are full of passengers who refuse to get off the ship until they've forced the OP to take four tons of pointless cargo. Where is the internal logic in that? Even in cases where the workaround is possible, having to go into outfitting to temporarily equip a rack so you can receive some cargo, immediately sell it for an insignificant sum, go back into outfitting, re-equip the module you actually want in your loadout - how is that compelling gameplay? What do cargo rewards bring to the game that justifies all that faff?

Yes definitely get rid of all cargo rewards, but we can't - for some reason, probably because someone pestered FD on these very forums for all I know - wanted them. But at present they are part of the game, and all players have to accept that. Seriously, there are a plethora of things wrong with the game that effect all players, I would rather FD fix those that spend time on something that so far only effects one person (he is the only one who has complained about it that I have found) when there is a simple work around for him, two in fact: (1) Don't take missions that have a cargo reward or (2) Adapt his current ship. No one is forcing the OP to run with 2 cabins and only 2T of cargo space.
 
Yes definitely get rid of all cargo rewards, but we can't - for some reason, probably because someone pestered FD on these very forums for all I know - wanted them. But at present they are part of the game, and all players have to accept that. Seriously, there are a plethora of things wrong with the game that effect all players, I would rather FD fix those that spend time on something that so far only effects one person (he is the only one who has complained about it that I have found) when there is a simple work around for him, two in fact: (1) Don't take missions that have a cargo reward or (2) Adapt his current ship. No one is forcing the OP to run with 2 cabins and only 2T of cargo space.

But aren't the message boards for posting feedback about the things we'd like to see changed? Of course we have to accept them in the meantime, what else can we do? That is exactly what the OP is doing right now - it doesn't mean he has to like it or that he shouldn't complain about it.

It's simply not true that cargo rewards were introduced into the game because people wanted them. They were introduced along with engineers because initially engineers required commodities as well as materials. After the commodity requirements were ditched - because of people posting feedback here - the cargo rewards should have been too because they no longer have the purpose they were introduced to serve. How hard could it be to simply remove them? How much time could it possibly take away from other things?

The OP is clearly isn't the only one that is complaining about this, because other people in this very thread feel the same as you can clearly see. And you might not have, but I have seen many, many people in many threads making this same complaint.
 
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