Mission timers- QOL improvement, please

FD, can you please make the default timer 30 hours for missions. That would greatly help us working folk. For instance, I took a luxury passenger mission that had 4 stops. It took almost 3 hours to complete. This doesn't appear like a lot of time, but, I had to stay up late to not bust the timer, even thought the mission had 10 hours. Given my job, I'm sure I'm not the only 8-5 with family, the 10 hours is meaningless. I can usually do between 8-10 at night. So if I accept a really cool mission can I please have two gaming sessions to complete it.

This is would be a significant QOL improvement for the working class!
 
I dont know what to think , as I sympathise.

However as wierd as it may seem the mission timers impresed me. it gave me a feeling that whiles I am not playing the universe is still real and still moving.
That being said I think there just needs to be many more types of missions.

Some with longer timers , others with short ones.
The timer should not be something that effects price (at least not all the time) and so have missions that all types of players can enjoy.

In fact maybe they could workout missions that have the ship stay at a location and the passangers get to stay a few hours and enjoy the view (its just fiction IRL you are not playing , but when you log back on it could be that you move on to phase 2)

But that sort of mission should only be for places that it makes sense.
Another thing is , if you fail a mission maybe... you could still finish it even if the timer has ran out , just for 50% of the reward and instead of gaining rep it just removes the negative side of it.
Because some missions do feel odd if you fail.

But again , I only thing some missions should work like this , not all.
 
I don't really need this but I don't see why not if it can help some people. It certainly wouldn't hurt my gameplay.
 
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Great! This is a really good idea....often had a hard time finishing missions i started the other day. I hope FD likes it too....
 
The only reasons I can think of to have short mission timers are:

  1. To create a sense of urgency. These should all be less than an hour (obviously not applicable to Hutton).
  2. To cut down on mission stacking. When it's bountyhunting or massacre missions that the same target counts for more than one mission, or data delivery, this makes sense, but only then.


Longer mission timers allow us to have a life outside of ED, strange as this concept may be to some players and devs.
 
The only reasons I can think of to have short mission timers are:

  1. To create a sense of urgency. These should all be less than an hour (obviously not applicable to Hutton).
  2. To cut down on mission stacking. When it's bountyhunting or massacre missions that the same target counts for more than one mission, or data delivery, this makes sense, but only then.


Longer mission timers allow us to have a life outside of ED, strange as this concept may be to some players and devs.

Forget longer timers, here's a revolutionary idea - timers should stop when you are not in-game.

G
 
Forget longer timers, here's a revolutionary idea - timers should stop when you are not in-game.

G
I dont agree.

I would rather have no timer at all than have magic space time pausing powers for our pilots.
When we are ofline , the world does not stop. that a feature I love.

The timers make the game more immersive and is one of the things that blew me away and outright fall in love with the game during beta
 
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