Suggestion on Mission NPCs

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.
 
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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 two 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.

+1 to this
 
Agreed, the two firsts proposals would be a good improvement to these missions. I don't like the idea of them not to flee
 
I do like NPC that flees, that makes sense, but having the same banged up NPC interdict me 10 seconds later again makes no sense, if the decided to flee with 20% hull and no shields, then going after me again with same 20% hull and no shields makes no sense.


Also their stupidity to keep on jumping on me when I close to station/outpost, and then go AHA, there you are, and then do a 180 and run away, even if I am well out of the no fire zone, shooting them...Or just sitting outside the no fire waiting for them to attack me.



also if they flee, they failed, so the move to the next hired gun to come and chase you is a reasonably mechanic, and you should be rewarded that, maybe 50% of the full reward for killing them.
Also if you manage to evade their interdiction (the mini game) two times, then this should also be considered a win with reduced payout, they failed so the next hired gun get chance to show you their superiority in taking you down, while the other one needs to explain to Niska (https://firefly.fandom.com/wiki/Adelai_Niska) why they failed.
 
Thanks for the support so far. Like I said, the second option appeals to me most too. I think when the first NPC flees in failure, it's time for the next NPC to step up.

In defense of Option 1, however, it might be fun for some if the NPC flees and can be found in supercruise with the damage you gave it. If it doesn't interdict you, you could interdict it and finish the job for a quick bounty. It would also be interesting for assassination missions if the target jumps out.


Ideally, I'd love it if the first NPC flees, the second NPC comes after you, and the first NPC joins in the attack with the second, still beaten up after the first encounter. That might be asking too much, though.
 
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Thanks for the support so far. Like I said, the second option appeals to me most too. I think when the first NPC flees in failure, it's time for the next NPC to step up.

In defense of Option 1, however, it might be fun for some if the NPC flees and can be found in supercruise with the damage you gave it. If it doesn't interdict you, you could interdict it and finish the job for a quick bounty. It would also be interesting for assassination missions if the target jumps out.


Ideally, I'd love it if the first NPC flees, the second NPC comes after you, and the first NPC joins in the attack with the second, still beaten up after the first encounter. That might be asking too much, though.

I like both of these suggestions.

The second one I would expect to be on higher rankings though...
 
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