QUESTIONS WANTED: Elite Dangerous Hot Topics Q&A Livestream - Missions

Multi-Stage-Missions: Will we see them again?
Reputation and Influence: Will we see more than ++/++ ? (e.g. very very dangerous, long missions, high payout and +++/+++ ?
Kill count: Any chance to "fix" the kill-count per mission?
 
What's the reason behind the low number of missions we can get from a faction? I'd love to have 5-10 different missions from each faction.

Is this a design decision, technical limitation or a bug?

Not certain about low number of missions, that might be intentional, but the frequent 0/0 missions you can get (especially when allied) seems to be bug and FD are aware of this issue.
 
For multi-stop passenger missions can we be paid for each successful leg of the trip rather than being punished and getting nothing for making a mistake near the end.

If the passenger makes unreasonable demands can we turn them down without loss of mission. Or offer us extra payment for satisfying those demands.

An idea I had was passenger missions with multiple stops that get progressively harder to reach before the time runs out. The rewards would also progress in value as you advance. A little like the GTA taxi missions. There was something similar in the X games too.

Missions with multiple steps (not material grinding please) and a little personality/humour would be wonderful.
 
  • Procedurally generated, chained missions: these were in 1.5/2.0 briefly then patched out again. Can you give us any background why this happened, and will they be making a return? (Please, more detail than "they weren't performing as intended" and "when the mission generator has been overhauled")
  • What is the limiting factor in implementing new mission types? Is it the mission scenario and 'wrinkle' logic, or the moment-to-moment logic for when a mission places you in a USS scenario? What steps are you taking to reduce these barriers? Eg can mission stages and wrinkles be automatically tested/fuzzed against many different 'player' setups and reactions?
  • Elite: Dangerous has a rich fiction heritage, both in FDEV and in the community. Would it be conceivable to add a sprinkling of 'authored' missions with more flavour text and character periodically? These episodic missions would be available for every Commander to play and would boost player retention.
 
1. When engineers launched players asked whether engineer rank progress would ever be mission-based rather than the current mechanic of spamming loads of pointless and unwanted low grade upgrades just to unlock the higher rank. Especially in view of the game launching onto a fourth platform in 2017 (because it's fair to say that placeholder mechanics like this aren't really what people expect) is this going to be looked at/implemented?

2. Any hope of getting something resembling a military career structure with appropriate missions for rank gain and advancement? I gained my first military rank a year ago by flying 3 tons of clothing between two bases; when I did my most recent one for Earl with the Empire I flew 6 tons of polymers or something between two bases. It's hardly the viscerally exciting duties that I expect to have to undertake as a fairly high-ranking Imperial Navy reserve.

3. Smuggling missions were turned into something virtually indistinguishable from trade missions when the old fail-on-scan shadow delivery missions were removed. Now they've also been nerfed to pay a tenth of what they did, presumably as a side effect of the nerf to long range trading. Please for the love of God can we have some difficult smuggling missions that pay well and for once, just say to hell with the whiners who want everything to be easy mode? There's already plenty of challenge-free and virtually reward-free missions in the game, I want missions where I have to put my butt and my ship on the line but get paid well for doing so.
 
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2 questions:

Do you think you could make exploration missions more interesting than: honk x systems, like the CGs?

If the answer is yes, are there going to be any exploration missions?
If the answer is no, how are you guys doing? All ready to spend some time with the family?
 
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Question: Could we have missions to obtains rares please? I loved doing the rare run and would love a mission from my faction to pick up several rares throughout the galaxy.
 
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Please let us accept missions for which we don't have the cargo space for in our Current ship. It's annoying to be unable to take a mission I could do in Another ship. Most of us are capable of working out for ourselves what we need to do to fulfil a mission.
 
Any chance we'll see:

1) Long-distance delivery missions, for example, 100-200 LY out, with few hundred tons to deliver (that would be awesome for T-9 + other fat ships). Nowadays there are no mission that ask to deliver more than 200 tons of cargo at once.

2) Missions that would need to transport extreme tonnages, for example, 1500+ tons, etc.? This will potentially bring an amazing gameplay, for example, you take 1500 tons to deliver to 130LY away, and whatever ship you use for it is completely up to you. Would be great for beginners + experienced players, for example, you have a ship that can carry 200 tons, you pick up 200, deliver them then go back and pick up another 200, etc. Payouts for these could be slightly higher.

3) Pirate kill missions that actually make sense, with pirate spawn near certain body/station/etc. Now all pirate mission targets can be found in supercruise only.

4) Pirate lord kill missions that vary - now we can only scan nav beacon to find a target near specified body w/ optional contact informant meat up. Would be nice if you would actually need to hunt them down somehow, interdict, etc.

5) Military career missions that increase a rep with Empire/Feds. A simple CZ contracts would be a great thing to start.

6) Exploration missions ?

7) New passenger mission types?
 
It's been asked, but just to reiterate and add a bit more: Any plans to add more random/easily completed missions, particularly to systems way out in the sticks? I noticed in and around the starting systems there were plenty of missions offered, I even made a killing doing escorts and deliveries and the like. But now I'm way out in BFE (HIP 61061) and of the few missions even offered on the board, even fewer are available to me.

More missions would be appreciated, even if they are generic, low-paying jobs (Rep is a bonus). Something to break the monotony of mining from time to time and give my lazy but a reason to visit nearby systems.
 
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Do you feel that removing rank locks from missions affected the feeling of progression within the game and is there a plan to add them in again to certain mission types?
Thank you very much for taking the time to communicate! o7
I would like to expand on the above as it relates to several of my own questions:
  • Since changing missions to be no longer gated by rank (back in 2.0 iirc?) is helpful to those players wishing to take on higher risks for higher rewards, despite their inexperience, do you feel that it might be appropriate to re-introduce certain types of mission that are gated by Elite rank, Naval rank or Superpower reputation?
  • Could there also be Navy missions that give extra progress towards the next naval rank when completed rather than only having rank-up missions? This would allow players to work more directly for the Superpowers than is presently possible. Some of these could be gated by rank, whilst some might be more routine and available for any loyal pilot: it might be a step towards having a naval career.
  • There used to be Elite-only missions (e.g. Obfuscated in the Outer Rim) - will these, or similar missions, return? It was a potentially great idea to help progress an in-game storyline. I did dozens of these and wondered if they were really a part of a hidden CG (like delivering meta-alloys to cure UA-affected stations) that might help to trigger an important in-game event.
  • How do you feel about generating more missions through encountering NPCs and communicated through the inbox? e.g. you pass through a system in a War state in a combat ship and might get mission requests from both sides to help fight, or if you are in a cargo ship you might get requests to deliver commodities like Reactive Armour to a local starport.
  • What barriers are there currently to running escort missions, protecting a given ship from destruction whilst it carries out its own mission?
  • What barriers are there to reconnaissance missions (e.g. get a scan/photo of a certain outpost, or fly a certain route and scan any ships not belonging to the mission-giver's faction)
  • What barriers are there to espionage missions (e.g. scan the hold of a certain ship, possibly having to wait outside a station for it to leave and having to scan it before it high-wakes, possibly a bonus for reporting its destination by scanning its wake)
  • If there was one mission that you could include from your favourite sci-fi series that is not currently possible with the existing game mechanics but not totally blue-skies, what would it be and what mechanic would it require you to introduce?
 
https://www.youtube.com/user/FrontierDevelopments/live

Hello!

Here's another livestream for you! Please put your questions related to missions in the thread below. We'll also answer questions from the chat live on the night :)

"Join Ed, Adam Bourke-Waite and Dominic Corner as they answer your questions from the forum and the chat!

This livestream is focusing on missions specifically, so please keep your questions pointed towards missions!

7PM GMT 13/12/16 "

Question / Request. Please can we have persistent missions and also do away with stacking them by logging on and off.
 
When are we going to see missions again? They are too sparce when its only a handful between half a dozen factions.

The main reason anyone I know is cycling the game is just to find certain ones is because we just don't see any spawn half the time.
 
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When there is opposition to a mission, the format is always something like 4X1 competent FAS, so that if you defeat the first ship another one exactly the same replaces it until there are no more. Is it possible to have more variation rather than repetition? For example you could have a Dropship with four Sidewinders, attacking at the same time. If you destroy the Dropship the encounter would be passed. No faction is going to send bounty hunters one at a time, and I'd like to have more use made of groups of the smaller ships.

The ground bases have been disappointing so far. I've always wanted pirate forces to take over bases so that they need liberation, a large pirate ship with escorts lurking over ground support seems a challenging mission for a wing? If it is possible, why not missions which involve picking up or dropping a single canister in a settlement? Pick up a cache or prisoner/refugee, drop a time bomb.

Is it possible to tighten the mission cargo elements up? The delivery of half a dozen power generators is never going to be an urgent mission where the demand is for thousands. Bulk goods are perhaps best left until there is a mechanic where you can part-complete missions, so that a faction can order a thousand power generators? It is already possible to part-complete engineers donations.

Lastly, is it possible to use the 'election' mechanic to ensure that factions trade with their friends and oppose their enemies?
 
Hi guys. Great work so far.
I have a cheeky 2 part question.
Are there any plans or would you consider bringing back rank locked missions with appropriate payouts. Once you reach dangerous-elite the mission payouts are pretty much not worth your time especially now all the high paying mission activities are gone. (rank locking these would surely be addressing the problem of newer players gaining large sums right away).

On a related bent the second part is: will there be more rank based content or something. As it stands now with npc's being linked to commanders personal stats it is actually more beneficial to not be elite.
Cheers
Mal
 
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Hello!

Some random questions...

1. Any news or detail about player owned hangar (asteroid or planetary)?

2. Will the Bgs be improved? Perhaps to include a auto-colonisation process into uninhabited systems?

3. Any new ships coming?

4. External camera views?

5. New weapons/ active defence measures?

Thanks for your time!
 
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A couple of questions, if that's OK.

Question 1: Are there plans to further flesh out passenger missions in 2.3/2.4?
For example:

Passenger voices & more ways to interact with passengers en route.

A broadened & more proactive passenger satisfaction system-with maybe a cut down version for bulk passenger missions.

More variety in branched missions-en route-for bulk & VIP missions, many perhaps tied to the type of passenger aboard.

Question 2: Are there any plans to increase the variety of ways in which mission branches can trigger-like players scanning things or salvaging items perhaps?
 
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I know this isn't directly related to missions but kind of indirectly, would you guys ever consider doing a beta where you modified how long it takes to get places in supercruise? Right now with wrinkles or missions in general it's possible that we get locations many thousands of light seconds out, it would be cool try try new ways of faster travel to make more missions available to us that would be left otherwise undone. If you guys aren't interested in changing the travel times in system maybe make those missions incredibly lucrative?
 
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