**Edited below to add section of what I believe probable consequences would be to various mission types (in part based on good feedback from other people in this thread**
Title and TL'DR - since cargo volume is now fairly well tuned (size vs payout), should max number of missions cap (20) be removed?
Longer background and explanation why at one time mission cap made sense, but no longer does -->
Once upon a time, max missions cap made sense because of the long ago 'exploit' in stacking infinite missions by accepting cargo, dumping it, and rebuying cargo once at destination area.
When long range missions first launched, there were three glaring weaknesses to the mission system that when combined --> resulted in 'infinite mission stacking'. FD admitted this was 'unintended design' and fixed it but problem is the fixes arrived spaced over several updates and poorly coordinated (e.g. redundant fixes)
1- Mission cargo used to not be unique per mission --> hence players could take a mission, accept the mission cargo, then dump it and take more missions since cargo volume was no longer a limiting factor (and rebuy cargo needed at destination area)
2- There was no mission cap --> hence players could take as many missions as they had cargo volume for and with the above loophole, players could stack infinite number of missions
3- Mission cargo was significantly lower mass vs. relative payout --> before this was adjusted, you could get very high paying long range missions that took very little cargo volume, unlike 2.1 where typically good missions required lot more cargo mass/tons
#1 and #2 in particular, when combined, was the 'dump cargo at origin and rebuy at destination exploit' for infinite mission stacking, which no longer is possible today because unique mission cargo and balanced cargo volume self limits the number of cargo missions one can take.
Max missions cap is now simply a redundant feature (for most but not all mission types), especially as far as stacking cargo missions are concerned. --see below re: short thoughts on consequence to each mission type--
Vote is straight up yes / no poll.
Mission stacking today is limited by cargo volume AND mission cap, as well as mission timers and re-balanced mission cargo mass (e.g. takes much more tonnage than back in the original days of low mass but high pay missions)
In my opinion, we could remove the mission cap entirely and let the other self regulating measures control how many missions you can take.
May not get all - just brief summary of major mission types as I see them and consequence if mission cap (20) was removed:
1- Cargo transport missions - take or bring X to Y locations
*primarily limited by cargo mass today; whether long range delivery, shorter range transport, etc - I believe how much actual cargo capacity you build into your ship should be the sole governing limiter, not an artificial mission cap. If cap was removed, only consequence I can think of is we'd be able to take reasonable but limited additional missions until capacity was reached.
2- Data delivery missions
*removal of mission cap would allow infinite number of data mission stacking, theoretically; but reality is data missions have extremely short timers relative to other missions. (e.g. 30-40 minutes, not hours or days, or even weeks). Therefore, the short mission timers would have large data mission stackers fail and take rep hit for taking more data missions than they could successfully deliver in time
*reminder that even with mode switching, you can only take so many missions before server boards need to be refreshed (~10 min), so practical number of stackable data missions in the short time available before first batch of data missions expire is fairly limited
3- Attack missions
*I readily concede this could be a problem; e.g. the attack and kill X skimmers type missions. Mission cap removal would allow infinite stacking of these with only the mission timer somewhat limiting how many, but since timers on these are very generous, practical outcome would be significant income boost to those taking these missions if mission cap was removed.
*Don't have good answer yet for this - personally I can live with it, but understand if others think too high a price to pay for benefits of making other missions types make more sense
4- Passenger missions
*Cabin capacity would be the self limiting mechanism if mission cap removed, far before any timer or stacking more than reasonable number
*For very long range passenger delivery / tourist missions, even the somewhat generous-seeming timer would be the limiter as currently some very long range passenger missions are extremely long distance, and taking even handful of them concurrently would likely cause failures
Current activities that artificially block despite having excess cargo capacity
a) Fed / Empire ranking - zero mode switching, no 'exploits', just travel as intended from station A->B->C. Within a few station visits, merely taking the available missions on board has you hit max mission cap
b) local faction rep grinding - same as above, players would hit max mission cap simply by 'playing the game' rather than any presumed mode switching
c) assuming non-long distance delivery missions get fixed soon and payouts return to reasonable norms, regular short distance missions with cargo for larger ship owners (Annie, Cutter, Corvette) get mission capped far before actual cargo capacity is reached
Title and TL'DR - since cargo volume is now fairly well tuned (size vs payout), should max number of missions cap (20) be removed?
Longer background and explanation why at one time mission cap made sense, but no longer does -->
Once upon a time, max missions cap made sense because of the long ago 'exploit' in stacking infinite missions by accepting cargo, dumping it, and rebuying cargo once at destination area.
When long range missions first launched, there were three glaring weaknesses to the mission system that when combined --> resulted in 'infinite mission stacking'. FD admitted this was 'unintended design' and fixed it but problem is the fixes arrived spaced over several updates and poorly coordinated (e.g. redundant fixes)
1- Mission cargo used to not be unique per mission --> hence players could take a mission, accept the mission cargo, then dump it and take more missions since cargo volume was no longer a limiting factor (and rebuy cargo needed at destination area)
2- There was no mission cap --> hence players could take as many missions as they had cargo volume for and with the above loophole, players could stack infinite number of missions
3- Mission cargo was significantly lower mass vs. relative payout --> before this was adjusted, you could get very high paying long range missions that took very little cargo volume, unlike 2.1 where typically good missions required lot more cargo mass/tons
#1 and #2 in particular, when combined, was the 'dump cargo at origin and rebuy at destination exploit' for infinite mission stacking, which no longer is possible today because unique mission cargo and balanced cargo volume self limits the number of cargo missions one can take.
Max missions cap is now simply a redundant feature (for most but not all mission types), especially as far as stacking cargo missions are concerned. --see below re: short thoughts on consequence to each mission type--
Vote is straight up yes / no poll.
Mission stacking today is limited by cargo volume AND mission cap, as well as mission timers and re-balanced mission cargo mass (e.g. takes much more tonnage than back in the original days of low mass but high pay missions)
In my opinion, we could remove the mission cap entirely and let the other self regulating measures control how many missions you can take.
May not get all - just brief summary of major mission types as I see them and consequence if mission cap (20) was removed:
1- Cargo transport missions - take or bring X to Y locations
*primarily limited by cargo mass today; whether long range delivery, shorter range transport, etc - I believe how much actual cargo capacity you build into your ship should be the sole governing limiter, not an artificial mission cap. If cap was removed, only consequence I can think of is we'd be able to take reasonable but limited additional missions until capacity was reached.
2- Data delivery missions
*removal of mission cap would allow infinite number of data mission stacking, theoretically; but reality is data missions have extremely short timers relative to other missions. (e.g. 30-40 minutes, not hours or days, or even weeks). Therefore, the short mission timers would have large data mission stackers fail and take rep hit for taking more data missions than they could successfully deliver in time
*reminder that even with mode switching, you can only take so many missions before server boards need to be refreshed (~10 min), so practical number of stackable data missions in the short time available before first batch of data missions expire is fairly limited
3- Attack missions
*I readily concede this could be a problem; e.g. the attack and kill X skimmers type missions. Mission cap removal would allow infinite stacking of these with only the mission timer somewhat limiting how many, but since timers on these are very generous, practical outcome would be significant income boost to those taking these missions if mission cap was removed.
*Don't have good answer yet for this - personally I can live with it, but understand if others think too high a price to pay for benefits of making other missions types make more sense
4- Passenger missions
*Cabin capacity would be the self limiting mechanism if mission cap removed, far before any timer or stacking more than reasonable number
*For very long range passenger delivery / tourist missions, even the somewhat generous-seeming timer would be the limiter as currently some very long range passenger missions are extremely long distance, and taking even handful of them concurrently would likely cause failures
Current activities that artificially block despite having excess cargo capacity
a) Fed / Empire ranking - zero mode switching, no 'exploits', just travel as intended from station A->B->C. Within a few station visits, merely taking the available missions on board has you hit max mission cap
b) local faction rep grinding - same as above, players would hit max mission cap simply by 'playing the game' rather than any presumed mode switching
c) assuming non-long distance delivery missions get fixed soon and payouts return to reasonable norms, regular short distance missions with cargo for larger ship owners (Annie, Cutter, Corvette) get mission capped far before actual cargo capacity is reached
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