Please Remove Mission Timers

Arriving to do a sabotage job to find the Spire lifeless or a settlement reboot and find the place a hive of activity would be somewhat confusing this the missions have timers.
Yes - although, in this respect, the timers are more of a workaround than an actual solution. Get unlucky with the timing and situation and even a 1 hour mission timer could be too long for changes in the global game state; get lucky with a stable situation (a native faction well clear of Thargoid space or other plot events, and a mission not involving Odyssey settlements) and there's really no reason you couldn't take two years over it and still have it be valid in that sense.

It wouldn't be my first priority for mission system improvements, and catching every possible dependency a mission might have could be tricky, but replacing the timers with something which actually verifies the underlying state and updates (or even just auto-fails with a helpful message) the mission if it becomes invalid would certainly be an improvement.
 
or, I can play a game that has a sensible system where I can save and quit and come back when I feel like it.
As pointed out above, it is live game.
So, it is NOT possible to save/delay because:
1. There are other commanders which must see updated game due your moves (when you pick mission it is gone for everybody, for example).
2. Game itself changes regardless if there are commanders there or none. So "save" for a month will not work. You will return into "different game". You do return into "different game" 10 minutes later too, however, difference is small yet so can be ignored.

I think, current mission timers reflect balance: it is small enough so differences can be ignored yet and it is big enough to not annoy most of the players.
 
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Then....don't take the missions with short mission timers? Seems simple enough to me!
Why should i not take the mission wirh short mission timers? I am confused. The shortest timer may be around an hour. Thats more of enough time. The shorter the mission timer the better (at least add a little challenge).
 
Why should i not take the mission wirh short mission timers? I am confused. The shortest timer may be around an hour. Thats more of enough time. The shorter the mission timer the better (at least add a little challenge).

That was people complaining about mission timers and who want them gone for some reason. I am assuming they don't have enough time to finish the mission, therefore they shouldn't take the mission if the timer isn't long enough for them to finish the mission.
 
That was people complaining about mission timers and who want them gone for some reason. I am assuming they don't have enough time to finish the mission, therefore they shouldn't take the mission if the timer isn't long enough for them to finish the mission.
Ok. You quoted my post and the quoted part was refering to OPs statement "that nobody cares about bgs".
 
Then....don't take the missions with short mission timers? Seems simple enough to me!
Absolutely. This is the answer. This is a smaller company. One can expect some of the game functionality to be janky, and, as a result, basically unplayable. At least there's is something interesting about Elite. It's not as soul-less as another copy-and-paste third-person console port. There's something different about it, ie, the ENTIRE MILKY WAY BEING IN THE GAME! Which, like, say what you will, but this is impressive enough.

That said, you are right. Not all of the game works very well or is playable. So, do the parts that are playable. In my experience, basically every part of exploration does, indeed work. It's a little repetitive, sure, but, also, when I play Elite, it's usually because I want a game with some downtime so that I can work on other tasks while playing. And, for that, exploration works. I would like it if missions worked better, because they'd be great for this too. But, you know, I'd like a lot of things. We live in the world we have, not the world we want. That said, I'm 100% right about my initial statement. Most people are going to prefer to not have mission timers. But, also as I said in my initial statement, the success of this game isn't really a big deal for me either way, nor is it my responsibility nor my problem.
 
No, because clearing missions to fight a war after the war has finished would be pure jank...and I await the flurry of complaints that "I took mission X and can't finish it because the state ceased!"... this already happens with base reactivations and AX missions... or even when some of these 4-week missions result in the faction being retreated during that time.
 
That said, you are right. Not all of the game works very well or is playable. So, do the parts that are playable

That's basically how I play every game, every game I have ever played has features and things I don't like, I just don't play them. In Elite I have never taken part in the Thargoid combat or ground combat aspects, just not interested even if that is the way to get mats to upgrade my feet gear.
 
I'll bring up a specific example why mission timers are critical. Let's say you traffic in Imperial slaves (very lucrative) and pickup a delivery mission. If the station you're delivering slaves to gets taken over by Aisling (Imperial power but anti-slavery) then your cargo suddenly becomes contraband and your delivery mission gets complicated.

It doesn't matter if you're not pledged to any Powerplay faction or even if you don't Power Play at all - it's your cargo that's problematic. And the longer you delay that delivery the more likely it is that that station's allegiance will change since Powerplay (&BGS) mechanics keep running & changing the universe even while you're not logged in.
 
Mission Timers are fine.

Some people's Time Management skills ... not so much :)
Thankfully, my argument isn't about you. It's about how they might improve the game in order to draw in more players. Does insulting people draw in more players? Nope. Not at all. It just makes you feel good. But...your feelings don't pay for the electricity and maintenance that keeps the servers running.

My argument is still 100% correct. Removing mission timers would make the game better, less obnoxious, and would be more attractive to a larger number of players.
 
Yes - although, in this respect, the timers are more of a workaround than an actual solution. Get unlucky with the timing and situation and even a 1 hour mission timer could be too long for changes in the global game state; get lucky with a stable situation (a native faction well clear of Thargoid space or other plot events, and a mission not involving Odyssey settlements) and there's really no reason you couldn't take two years over it and still have it be valid in that sense.

It wouldn't be my first priority for mission system improvements, and catching every possible dependency a mission might have could be tricky, but replacing the timers with something which actually verifies the underlying state and updates (or even just auto-fails with a helpful message) the mission if it becomes invalid would certainly be an improvement.
I agree. This would be MUCH better!
 
My argument is still 100% correct. Removing mission timers would make the game better, less obnoxious, and would be more attractive to a larger number of players.
Source?

YOU really think that you can speak for a "large" number of players? So much doubt about that.

Removing mission timers would make the game worse and even break it on most occasions. Enough players who unterstand the mechanics have explained how this works here.
 
I dig that missions have times; but, the on-foot mission times are often so much shorter - it's a little bit aggravating sometimes trying to mix them up. But over the course of throwing away many pages of missions, I realized those are great times to go out exploring.
 
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