Really?

:D *chuckle* - as well.

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Why? Its people's own fault for attracting the attention of half the galaxy. Being less greedy in hoarding whatever's available solves the perceived "problem" a lot more readily.

I get your point, but it is a broken workflow that people can inadvertently get involved in. The way the game currently responds is not a specific "punishment" for greed...is it as a game mechanic breaking down in the face of a particular use case.

It is not a quality experience whether you are rewarding or punishing players for taking part in it. It should be fixed in some way.

EDIT: To expand on this a little...If you want to punish people for excessive mission stacking, or just to increase the difficulty, then insert real mechanics that accomplish that. For example, stack 12 missions then you become hunted by an Elite Imperial Clipper that will follow all of your wakes until you can fight em off or crash him into a star. Letting the game simply multiply the same rote interaction is not good enough, imo
 
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I get your point, but it is a broken workflow that people can inadvertently get involved in. The way the game currently responds is not a specific "punishment" for greed...is it as a game mechanic breaking down in the face of a particular use case.

It is not a quality experience whether you are rewarding or punishing players for taking part in it. It should be fixed in some way.

Making the potential increase in number of possible interdictions go something like: 1 per one mission, 1.5 per two, 2 for three, so forth? That'd lessen the hassle somewhat, but wouldn't make things *too easy*. That 'too easy' part is which I'd seriously not want to see creeping in any more than what we already have.
 
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Making the potential increase in number of possible interdictions go something like: 1 per one mission, 1.5 per two, 2 for three, so forth? That'd lessen the hassle somewhat, but wouldn't make things *too easy*. That 'too easy' part is which I'd seriously not want to see creeping in any more than what we already have.

Yah, don't want to make it easy, for sure. I'd rather see them put increasingly difficult and clever NPCs in your way.
 
I get your point, but it is a broken workflow that people can inadvertently get involved in. The way the game currently responds is not a specific "punishment" for greed...is it as a game mechanic breaking down in the face of a particular use case.

It is not a quality experience whether you are rewarding or punishing players for taking part in it. It should be fixed in some way.

EDIT: To expand on this a little...If you want to punish people for excessive mission stacking, or just to increase the difficulty, then insert real mechanics that accomplish that. For example, stack 12 missions then you become hunted by an Elite Imperial Clipper that will follow all of your wakes until you can fight em off or crash him into a star. Letting the game simply multiply the same rote interaction is not good enough, imo
Disagree, I don't need protection from myself, and I don't want game changes due to those that refuse to make the tiniest effort before doing "stuff" in the game.
 
Disagree, I don't need protection from myself, and I don't want game changes due to those that refuse to make the tiniest effort before doing "stuff" in the game.

I don't think those changes would affect anything else...rather, I think it would legitimize stacking on the Robigo run and those like it by making it exceedingly difficult rather than just mildly annoying.

There is potential being left on the table...why? out of some superiority complex about how people should play the game?
 
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I get your point, but it is a broken workflow that people can inadvertently get involved in. The way the game currently responds is not a specific "punishment" for greed...is it as a game mechanic breaking down in the face of a particular use case.

Robigo mission stacking itself is a game mechanic breaking down in the face of a particular use case, so your entire argument is kinda moot.

Robigo isn't "special" or "a carefully selected place to get lots of smuggling missions", it's simply an edge case (just like Maia and other isolated fringe systems) where the mission generation algorithm gets it excessively wrong, so are you really surprised that when taking advantage of that, the resultant reaction is also excessive?

In systems I invade, I take up to a dozen or more basic cargo delivery missions to push the BGS in that system towards my favour, and when I do that I get interdicted just as much as robigo-runners. It just so happens I'm not stacking missions that'll fail if I'm scanned.

Can't deal with the heat, get out of the frypan.
 
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Can't deal with the heat, get out of the frypan.

Don't get me wrong...I fully agree with the fact that you should get an appropriate response to stacking missions.

I just think what currently happens, whether it be smuggling or otherwise is too simple of a design. The system just ramps up, linearly, frequency without a true increase in difficulty.

Maybe I'm not getting this across, b/c I've digressed pretty far from OP.

Situations, like Robigo mission stacking, should be so much harder that OP should only ever get through by the skin of their teeth if they stack 12 missions. Just spawning more and more of the easy as pie NPCs, my opinion, does not match to risk you should have in this situation.

Just an idea, instead of leaving the rusty edge of this game mechanic exposed, why not make it better?
 
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Don't get me wrong...I fully agree with the fact that you should get an appropriate response to stacking missions.

I just think what currently happens, whether it be smuggling or otherwise is too simple of a design. The system just ramps up, linearly, frequency without a true increase in difficulty.

Maybe I'm not getting this across, b/c I've digressed pretty far from OP.

Situations, like Robigo mission stacking, should be so much harder that OP should only ever get through by the skin of their teeth if they stack 12 missions. Just spawning more and more of the easy as pie NPCs, my opinion, does not match to risk you should have in this situation.

Just an idea, instead of leaving the rusty edge of this game mechanic exposed, why not make it better?

Now you're making a bunch of sense - got me a wee confused earlier. Yea, actually ramping up the difficulty instead of a swarm of one-by-one interdicting harmless windscreen vipers would make things a tad more interesting and less annoying. Would need some work with the AI itself though, it's not always terribly smart and/or dangerous regardless whether NPC was ranked Elite or not. Get the difficulty ramping working proper, make the AI IQ less dependant on amount of sun spot activity, and if one stacks enough missions, it'd become wings instead of some single progressively more dangerous hunter.
 
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Now you're making a bunch of sense - got me a wee confused earlier.
Sometimes I just start talking in a crowded room about something no one else is talking about.

Takes a few shifty glances before I realize I'm completely insane :D

Also, Mondays
 
I don't think those changes would affect anything else...rather, I think it would legitimize stacking on the Robigo run and those like it by making it exceedingly difficult rather than just mildly annoying.

There is potential being left on the table...why? out of some superiority complex about how people should play the game?
Sorry, I mis-quoted, I meant to address your other post of capping the mission types.
I'm all for FD making the game better, just not smashing everything with the nerf-hammer.
 
Stacking the missions increases the risk of interacting with NPCs and therefore, the risks and fun involved. If it was a guaranteed no risk venture, it wouldn't be worth doing.

Having increased potential for interdictions can be used to your advantage. Always fight them and you'll get to a point where you win most of them. I win about 90%, but I have room to improve. Still working on it by taking multiple missions and playing the mini game.

If you lose an interdiction, just boost straight away from the NPC and you'll outrun the scan. Return to SC and you'll likely get another chance to try it again. Repeat until you win and look at it as a challenge.
 
Sorry, I mis-quoted, I meant to address your other post of capping the mission types.
I'm all for FD making the game better, just not smashing everything with the nerf-hammer.

I agree...I was just kind of spitballing earlier. It was a bad idea :D
 
Every time I've been scanned, but one, it was absolutely my own fault and there was absolutely something I could have done differently to avoid it.


But there's still that one.


*shrug*
 
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