Skimmer Kill mission solution

The answer is easy; only Mission Targets count.

Skimmer mission targets only spawn with Bounties.

Therefore, no skimmer mission targets appear at bases - so you can't abuse the re-spawn mechanic.

End result, you still have the missions but you need to work for it some, often preferring SRV use as intended.
Just change the dialogue to note that targets will appear near, but not at the base indicated. To uh, not incriminate the player by directly attacking the base and risking direct conflict between factions, or something like that.
 

Deleted member 115407

D
If you're going to go out and destroy other people's property, you should expect to face some consequences for it.
 
That is how I usually run skimmer missions. And its boring. It takes forever. Now, it does serve a secondary purpose to gather materials, which is good. So, Im not a fan of your solution.
 
These skimmer missions don’t make a lot of sense to me to begin with, especially stacking multiple missions to the same site. Why would I be asked to do this?

Well, a single mission could be a simple harassment job, make life for the base a little more difficult. But, as we’ve seen, the base never runs out of skimmers. So no big deal to the base, right?

Let’s assume the skimmers can be 3D-printed much like SLFs. Blow up one set, and they just print some more. So now it makes a little more sense to be asked to kill the skimmers over and over – to attrit the ability to print new skimmers. Kill them until they run out of skimmer ink, or whatever materials are used.

But now there should really be just one mission, to kill skimmers until the base can’t print any more.

How would the base react to this? Well, first attack, probably no big deal. Print some more. But attack again and the folks at the base know you’re serious. So what to do? Call in reinforcements of course. So by the third attack, combat ships start appearing. And with each attack, more appear and they become more capable. Keep it up and there’s a squadron of Elite Anacondas with SLFs guarding the site. What appears, how fast, and how many skimmers to kill would depend on the mission ranking.

The number of ships that appear would be determined by how many times the base is attacked, in game-time and irrespective of the instancing or mode (Solo, Open PG) the player is in. This way it is immune to re-logging. Also if no one attacks the base for a while, the ships start leaving.

And if FDev wanted to get fancy, at some point a large cargo ship appears, lands, and delivers more of that skimmer ink. So you’d have to destroy that too.

This makes the mission fairly risky and the risk increases the longer it goes on. And of course, bigger risk, bigger payouts.

And you have to think more carefully about the ship you use and its loadout. You’ve already used up 1 or 2 hardpoints for the missiles, now you have to consider fighting the other combat ships. Or a fast shielded ship that can run.

Something like this would make the skimmer missions more realistic, lore friendly, and allow a better balancing between risk and reward.

Just a thought.
 
Rather than make another thread I'll just dump this here.

My suggestion on skimmer kill missions is instead of trying to nerf them into the ground, just set things up so that when the conditions occur where a "gold rush" type situation occurs that each faction dishing out the missions has something of a Cache of credits that can be used for those missions and that while it repletes at a rate similar to material stocks on stations, when it's depleted under the amount that you could get for the mission reward it means that you can only take materials good or reputation rewards from the missions.
 
Back
Top Bottom