Regarding NPCs that are sent after you on various types of missions, I'd like to see something done about the way they respawn if they wake out on you, especially now that NPCs wake a lot more often.
An example to clarify: I was doing some cargo missions with my Python, and one of those missions sends NPCs after me. The first one interdicts me, but my Python is built for cargo running in Open, so it's no problem. When I get the NPC down to 20% hull, it jumps out. So far, no problem.
The problem is when that same NPC respawns at full health and interdicts me again. Yes, I can dispatch the NPC again, but I think this full health respawn is annoying. It's a waste of time. Here are three solutions:
1) Make mission NPCs persist into Supercruise. They can keep interdicting until you kill them, but they won't be instantly repairing between interdictions.
2) When an NPC wakes out, progress the mission to the next NPC sent after me. I don't get paid for routing the first NPC, but the next one who comes after me won't be the same NPC again, fully repaired.
3) Mission NPCs no longer flee.
Any of those will be an improvement on missions, I think. I'm more partial to the second option, myself.
At issue here is simply that I don't feel my time is respected when the NPC I routed is respawned at full only to interdict me again. Let me take on the NPC from where it left me, or give me the next NPC.
An example to clarify: I was doing some cargo missions with my Python, and one of those missions sends NPCs after me. The first one interdicts me, but my Python is built for cargo running in Open, so it's no problem. When I get the NPC down to 20% hull, it jumps out. So far, no problem.
The problem is when that same NPC respawns at full health and interdicts me again. Yes, I can dispatch the NPC again, but I think this full health respawn is annoying. It's a waste of time. Here are three solutions:
1) Make mission NPCs persist into Supercruise. They can keep interdicting until you kill them, but they won't be instantly repairing between interdictions.
2) When an NPC wakes out, progress the mission to the next NPC sent after me. I don't get paid for routing the first NPC, but the next one who comes after me won't be the same NPC again, fully repaired.
3) Mission NPCs no longer flee.
Any of those will be an improvement on missions, I think. I'm more partial to the second option, myself.
At issue here is simply that I don't feel my time is respected when the NPC I routed is respawned at full only to interdict me again. Let me take on the NPC from where it left me, or give me the next NPC.
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