Search & Rescue - Occupied Escape Pods should trigger missions/story pointers

I just visited an Unauthorised Installation at Istanu. There I found 4 log files written by a Federal agent who had gone undercover. His cover had been blown, so he'd hidden himself in an escape pod, with a message to be returned to Ross 154 if he was found.

Sure enough, after a bit of searching around *inside* the installation, I found an occupied escape pod floating around. I recovered it and took it to Birkeland City in Ross 154. At the station, there was a Ross 154 Herald article reporting a missing federal agent, and asking for anyone with any information to let the authorities know.

There were no missions from the local factions there to recover the escape pod, so I handed it into Search and Rescue and got awarded a very ordinary 2527 credits.

And that was it.

The logs, the mini-game of finding of the escape pod in the tunnels of the installation, and the skirmishes with local pirates after I had recovered it, were all fantastic.

More of this please! [yesnod]

But the lack of follow up was probably more disappointing than the meagre reward. It felt like the development of this was so close, but the last mile went missing somewhere. There were a number of ways this ending could have been improved on. You could have received any combination of the following:

* A thank you from the agent, and a tip off.
* A follow up mission from the controlling minor faction to destroy the pirate lord responsible for blowing the agent's cover (so they can immediately go back undercover ready for someone else to rescue!).
* A significant increase in rank progression with the Federation, and/or minor faction rep.
* A planetary scan (or a new installation scan) mission to find there whereabouts of her captors (followed by the assassination mission above).
* A clue to another installation representing the next piece of the story she was uncovering.

My hope is that this is something that Frontier can handle much better with the forthcoming player codex in 2018, since individual accomplishments will be more readily accessible. But even without it, I can't help but feel that most of the mechanics to do this are there right now - they just need to be pieced together with some hand-written missions.
 
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Well I apologize for duplicating the intent of this thread. Here's what I posted:
As it stands, the rewards for a live or damaged escape pod are ... underwhelming. Supposed you tossed in a bit of RNG with the rewards. Maybe you found a wealthy businessman, a useless stow away or an escaped criminal - so the rewards could and should vary significantly based on who you picked up. I'd be more inclined to sacrifice cargo space if there was a bit of the lottery involved with it.
You all are spot on. I think there is a missed opportunity with escape pods. Not only should they be worth more but they could be the vehicle to advance the game narrative in the way CGs , generation ships Formadine ships, etc. have been used...
 
I like this idea, you rescue someone, and work with him on some missions. It would even be cool if eventually you could bring him on as a crew member.
 
In v2.4, there's an option to hand in Occupied Escape Pods to Search & Rescue. Unfortunately, the reward for doing so is so small as to not be worth it (around 3,000 credits).

The small reward would be worth it if the rescued occupant pointed you in the direction of some of the many listening posts and unregistered comms beacons around the galaxy. These would allow players to discover more about the galaxy, challenge them with puzzles, and enrich the whole game/story experience without requiring the player to follow a strict narrative.

Very nice. And probably wouldn't require massive work, and would add a nice bit of extra. Someone give this man a cookie!
 
Great Ideas,
How about a mission to track down whoever Blew up his ship, or tossed him into space.
Should be Good for some kind of Medal from his Government or Military Unit, with instant Allied Status.
 
Great ideas.

Some actual search and rescue missions would be nice.

Disabled ships... where you deliver parts or fuel to get them going.
Crashed ships where you search for and pick up survivor escape pods if found.
 
At the absolute minimum, it'd be nice if the various salvage gave RNG-credit rewards rather than a static value. Think of the items as tickets in a lottery.

You'd have:
- Escape pods/hostages. 3,000 = "Just some person"... 200k = VIP, or person with a wealthy and grateful family
- Black Boxes. 3,000 = "Nothing unusual:... 200k = Lead on a pirate or a bizzare system failure
- Wreckage. 3,000 = "Just some scrap... 200k = Valuable component in perfect condition
- Personal effects. 3,000 = "Joe's luggage"... 200k = Evidence, lost research etc

Instead of calculating the value of the salvage as (X * Y) and displaying it before the transaction, don't display it, and just pick a random number between 2,000 and 200,000 X times, and that's the reward. Basic, but then I wouldn't be jetting Escape Pods in favour of Platinum, Precious Gems or Painite.

For what it's worth... collecting salvage does occasionally spawn missions (not mission wrinkles, or chain missions, or the result of idling in space for a while). I did about 20 "Salvage Artwork/Black Box" missions last night, and two of them spawned new missions after collecting a random piece of salvage. One was to courier some information recovered from a piece of salvage I picked up, and another (which bugged out) was to deliver the salvage to a station. It bugged out because I'd already sold the cargo before accepting the mission.
 
I just visited an Unauthorised Installation at Istanu. There I found 4 log files written by a Federal agent who had gone undercover. His cover had been blown, so he'd hidden himself in an escape pod, with a message to be returned to Ross 154 if he was found.

Sure enough, after a bit of searching around *inside* the installation, I found an occupied escape pod floating around. I recovered it and took it to Birkeland City in Ross 154. At the station, there was a Ross 154 Herald article reporting a missing federal agent, and asking for anyone with any information to let the authorities know.

There were no missions from the local factions there to recover the escape pod, so I handed it into Search and Rescue and got awarded a very ordinary 2527 credits.

And that was it.

The logs, the mini-game of finding of the escape pod in the tunnels of the installation, and the skirmishes with local pirates after I had recovered it, were all fantastic.

More of this please! [yesnod]

But the lack of follow up was probably more disappointing than the meagre reward. It felt like the development of this was so close, but the last mile went missing somewhere. There were a number of ways this ending could have been improved on. You could have received any combination of the following:

* A thank you from the agent, and a tip off.
* A follow up mission from the controlling minor faction to destroy the pirate lord responsible for blowing the agent's cover (so they can immediately go back undercover ready for someone else to rescue!).
* A significant increase in rank progression with the Federation, and/or minor faction rep.
* A planetary scan (or a new installation scan) mission to find there whereabouts of her captors (followed by the assassination mission above).
* A clue to another installation representing the next piece of the story she was uncovering.

My hope is that this is something that Frontier can handle much better with the forthcoming player codex in 2018, since individual accomplishments will be more readily accessible. But even without it, I can't help but feel that most of the mechanics to do this are there right now - they just need to be pieced together with some hand-written missions.

This. Ive been doing more of these "cold trail" searches and they're pretty fun but theres never any followthrough on the ending.
 
Wow, all this talk of... depth! Anyone that doesn't understand the expression of "mile wide, inch deep" needs to stop here and take a read to understand how things get "deeper". Good ideas here and in other threads. Let's hope one day FDev implements some of them.
 
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