Generally good advice except for the silent running & heat sinks..a waste of time and module slot!
The OP only stacked 5 missions, and I suppose some things may have changed since a month ago.
The second round was a completely different story and kept me up to 3am in order to finish (about 3 hours to complete). Multiple authority vessels spawning, chain spawn...
The number of missions you stack has zero impact on the number of interdiction attempts, it's pure RNG. You just ran into a string of bad luck with interdictions. The only issue with lots of missions on board it the "pleaders" spamming your message window and sometimes it's easy to miss a pirate message (cops are always orange, so that's easy).
I call bull - compare 1 mission against 10. I've tried, and the elevated threat makes perfect sense from a lazy programming perspective.
We'll have to agree to disagree, as my experience doesn't jive with yours.
Mine does, though I think both influence it.
The number of missions plays a roll in the scaling, but a favorable roll of the RNG can get you an easy time delivering several missions, or an unfavorable one can make a small number of missions more trouble.
The number of missions you stack, determines where the bar starts, the roll moves the bar in one direction or the other.
Right, on average, more missions will be harder a more often than not. Though, there's always a chance you will catch an easy roll for several missions, and vice versa.
I kind of doubt this since any kind of mission number bias would, since in the end, mean that consistently taking 15 missions versus 5 would almost always be far more difficult, and that simply does not happen.
If they had a mission number "difficulty" seed of say up to five, and applied and RNG factor of three to that it would mean that there's really no point doing it since the average result would almost always be the same, but in some cases you'd have outrageous interdictions, which usually never happen.
If you look at it from a statistics point-of-view there's no experience that shows anything but simple RNG with perhaps a slight bias to "no" based on the the most recent interdiction.
Like this: after each interdiction attempt, set some tags in sequence like a=1 b=2 c=3, then pick an random number between 1 and 5 and ignore results that match the tags, meaning that each successive interdiction reduces the chance of a subsequent one, but not eliminating it. After each instance with no interdiction, remove one of the tags 'till you're left with 1. You can scale this system wider or narrower to vary potential "hit" frequency, or change how often tags are added/removed.
I'd guess that the above only applies to police interdictions, whereas the pirates just rely on whatever generic code already exists. (if you carried legit supplies from Robigo, you'd probably still get hit with a similar number of pirates)
There are a few obvious biases, like if you drop out and exit, the game will make the subsequent entry back into supercruise essentially the same as dropping into a star, with the same chances of an interdiction, perhaps even higher based on the security level of the system.
Anyhoo, that's the statistical look at it, based on experience from two players who have made 1 billion+ easily, and consistently take 12+ missions.
It could be because fully laden you're a hair slower.
It could be because there are more stops to make, I'm more likely to lose focus at some point along the way.
Not likely #1 since my 86T ASP does about 389 maxed-out and I haven't been successfully scanned in a dog's age, and my friend that runs a smaller scoop and 108T has had the same experience (a loss due to scanning is pretty much zero now, unless you do really stupid things like push your luck at an outpost with police in the same instance...)
#2 is a -real- possibility, delivering 12-15 missions gets pretty tedious, and you have to keep in mind that you're not just hi-waking from system to system, you're dropping and entering supercruise to deliver, which is essentially much riskier. In-system, you pretty much have to dump the police into the star, or win the interdiction, or you're going to get hassled endlessly (same for pirates, to a degree, but they are irrelevant once you reach your destination)
With 20 t cargo space?! As long re-logging doesn't work, I could pick up 3 missions worth 8 millions. Fairly enough for me! =)
Exactly. I know you can make more than 10mil per run, but unless you are in hurry and you are desperate to buy some ship/upgrade, why should we all aim to get 50m per run. Play at your own pace and do whatever pleases you, that is all that matters.
Exactly. I know you can make more than 10mil per run, but unless you are in hurry and you are desperate to buy some ship/upgrade, why should we all aim to get 50m per run. Play at your own pace and do whatever pleases you, that is all that matters.
Generally good advice except for the silent running & heat sinks..a waste of time and module slot![/SIZE]