No cargo hold so I had to space the rescuees

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Deleted member 103587

D
Why aren't cargo rewards for missions turned into Credits when a CMDR doesn't have any cargo hold on board? Why was I able to pick up that mission without a cargo hold on board in the 1st place?Spaced 8 rescuees because you haven't asked the community yet how to deal with this situation. You cannot read the mission in VR when the HUD is purposefully flickering and flashing,
because the station is ON FIRE. Frontier does a good job installing urgency in this regard, but pretty much makes the mission UNREADABLE.
 
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Mission rewards are clearly stated for each mission.

Surely you realised that you did not have a cargo hold, when you read the mission brief? Before you accepted the mission.

Nothing wrong with game mechanics or “FDev business model” here, just your inability to read what is in front of you.
 
Despite the furious and rather inelegant indignation of the OP, he actually makes a point : That the reward is clearly stated does not imply that "not being able to accept it" will make the mission impossible to complete.

It makes no logical sense that the mission giver would refuse to acknowledge completion because... he can't give us three tons of pineapple or whateverite. "Yeah, I know you just saved my mom from that burning station, but I'm not coming to get her until you accept this container of junk - and You're not getting paid either until you do! - What? You'll jettison her? How da... You know what? Go on fathermocker! Make my day".

The devs have actually stated that they intend to fix this eventually, it's just not their top priority since, once you're aware of it, you can easily avoid it.

So, yeah, in this case, just be patient, they'll get around to it.
 
Why aren't cargo rewards for missions turned into Credits when a CMDR doesn't have any cargo hold on board? Why was I able to pick up that mission without a cargo hold on board in the 1st place?

Agreed - hope they fix this even if the rewards are lost (most aren't worth much)
 
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Deleted member 103587

D
For those who think it's a shame (or just plain 'my fault' I did not read the rescue mission brief through all the fuzzy and blinking HUD in the starport that is on fire, kindly sit on it and spin profusely, like a GU-97 flying Q-Tip after it stubs it's toe.

I've been logging in for the past few days for the sole purpose of rescuing NPC survivors from certain doom, and had not come across a cargo-reward for these "missions" till day 3. Also, as previously stated, the HUD is all jammed up. Plus, there is a might sense of urgency in these matters. If you want to read so much, play an RPG.

My complaints about how FDev screw this (conceptually AWESOME) game are quite valid, and are echoed across the interwebs by masses of other CMDRs. Hence the eloquence of my iterations.
 
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If you don't read the mission you have no leg to stand on. Simple enough.
Do you really need to read the mission description though when it says "refugees" in a passenger mission title, and the STATION IS ON FIRE?
It seems to me like you'd just except any mission that came your way to get them the hell out of there, not caring about rewards because, let's face it, you're only really doing this for the satisfaction of saving those people and the rewards are simply a nice bonus. Of course you'd then not realise that there was a cargo reward, and it literally would make no sense if you couldn't hand the mission in/SAVE THOSE PEOPLE if you didn't have cargo space. So you just take everything, arrive there, and... wait, you can't hand it in?!!
That's a realistic scenario, makes the most sense for players to do, and defending the current system is just shortsighted and arrogant.

P.S.: I had the exact same situation, though I remembered about the complaint from a while back/my experience playing missions from a while back and was luckily flying my anaconda so I could save those people because by some miracle a few cabins had been cleared already. Regardless, this really is just horrible game design. Please don't defend that, we need this game to be improve.
 
If you don't read the mission you have no leg to stand on. Simple enough.

Agreed. I've sometimes made a similar mistake as the OP, by not noticing whether passengers are wanted, but that's on me for not reading the mission text fully, not Frontier. The passenger mission design is fine. Yes, we could do with other options like taking additional credits instead of the cargo perhaps, but as it stands now it's not hard to have a small cargo space to go along with the passenger cabins in anticipation of some missions having cargo rewards. CMDRs need to take responsibility for the implications of their own outfitting choices sometimes.....
 
The issue hinges hardly on wether the commander makes a mistake, but rather on wether the consequences of a mistake are appropriate and, which is even more important, wether they are realistic.

This game could contain many "trap" mechanics by which a simple mistake would mean wiping out your account, or hitting the J key would cause your ship to explode - Would it be acceptable as long as the player is "warned"? No it wouldnt.

That players are "warned" about it - that players can avoid it - dosen't mean a mechanic is inherently just or necessary.

Being unable to turn in a quest because someone dosen't have enough space for a reward simply does not make sense. And don't try to pin this on "difficulty" when the added difficulty adds nothing to the game and hurts the believability of the universe.

A I've said before, the devs themselves have agreed that this makes no sense and that they'll be looking into the issue - In its current form, the cargo/reward dynamic is just an annoyance.

It's just a question of converting the phyical rewards into credits on a toggle, and they'll get around to it.

That's it and that's all.
 
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Why aren't cargo rewards for missions turned into Credits when a CMDR doesn't have any cargo hold on board? Why was I able to pick up that mission without a cargo hold on board in the 1st place?Spaced 8 rescuees because you haven't asked the community yet how to deal with this situation.

I have said it many, many times:
We need an option to refuse commodity rewards!
I think that is a very basic feature that should have been implemented at the same time commodity rewards became a thing.
 
It is a problem and it's an inconsistent problem because you can do planetary scan missions with cargo rewards. But if you only have for example 4T of cargo storage and that is filled by the first mission "reward" the remaining mission cargo "rewards" are not taken but you can still complete the missions and be paid.
 
The issue hinges hardly on wether the commander makes a mistake, but rather on wether the consequences of a mistake are appropriate and, which is even more important, wether they are realistic.

This game could contain many "trap" mechanics by which a simple mistake would mean wiping out your account, or hitting the J key would cause your ship to explode - Would it be acceptable as long as the player is "warned"? No it wouldnt.

That players are "warned" about it - that players can avoid it - dosen't mean a mechanic is inherently just or necessary.

Being unable to turn in a quest because someone dosen't have enough space for a reward simply does not make sense. And don't try to pin this on "difficulty" when the added difficulty adds nothing to the game and hurts the believability of the universe.

A I've said before, the devs themselves have agreed that this makes no sense and that they'll be looking into the issue - In its current form, the cargo/reward dynamic is just an annoyance.

It's just a question of converting the phyical rewards into credits on a toggle, and they'll get around to it.

That's it and that's all.

Yet it's a trivial annoyance if players learn to read and outfit their ships accordingly for the task. All it takes is to use one of the lesser module slots for a little cargo space (and with little resultant impact on passenger capacity). If trying to use a small ship for passenger missions, it's easy to read the mission first and avoid those needing cargo space. Annoyance maybe, and one I'm sure Frontier will tweak, but it's also quite easy for players to mitigate or avoid the impact. Would it be considered such an annoyance if the cargo rewards were high value precious metals or rares (or even ship modules) instead of trash? I suspect not, so the problem is not really the presence of cargo rewards but rather one of needing a combination of alternative rewards to choose from (eg credits), for those rewards to be more valuable and therefore more attractive, and for CMDRs to actually read mission text properly and be outfitted appropriately. Just my opinion of course, but I don't see this cargo rewards thing to be as big a deal as some. Needs some QoL improvements but it's not a bad mechanic in principle.
 
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The issue here is the inconsistency with how the other missions handle cargo rewards.

If all the other minor missions allow you to accept, complete and get paid if you don't have cargo space for the reward, then the passenger missions should behave in the same way.

If you've trained your users to work in a certain way by virtue of the hundreds (thousands?) of minor missions previously completed, then passenger missions with cargo rewards shouldn't suddenly break that pattern.
 
The issue here is the inconsistency with how the other missions handle cargo rewards.

If all the other minor missions allow you to accept, complete and get paid if you don't have cargo space for the reward, then the passenger missions should behave in the same way.

If you've trained your users to work in a certain way by virtue of the hundreds (thousands?) of minor missions previously completed, then passenger missions with cargo rewards shouldn't suddenly break that pattern.

As far as I knew, no mission with a cargo reward could be turned in without having cargo space, regardless of being a normal mission or passenger transport - maybe I'm wrong. While I dare say most ships will have *some* cargo space on hand when carrying out other mission types (enabling cargo rewards to work - eg some cargo is delivered, in turn freeing up space for the reward), it seems some who want to play Mr Bus Driver Man don't also want to spare even a small optional slot for a cargo bay instead of that extra passenger cabin (or some other module?). It's about trade-offs and compromises when outfitting ships for a task, but some seem to want the cake and eat it too. Not saying it couldn't do with improvements to the mechanics, but it really isn't as difficult an issue to mitigate against as some seem to think.
 
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