The derpy "Locate Contact" missions. Derpy, or broken?

MISSION: Assassinate Derpy McFannybaws

1. We think they're in System ABC.
2. Arrive in System ABC.
3. Message: Hmn, they're not in System ABC, locate contact Dippy Derpface in System XYZ
4. Arrive in System XYZ.
5. Locate Dippy Derpface.
6. Dippy Derface: "LOLOLOLOLOLOL They're actually in System ABC after all... LOLOLOLOL back you go."
7. Go back to original system.

I have NEVER seen this mission logic ever play out as anything other than a meaningless distraction involving a return to the original mission system.

Which is a shame, because it has real potential:-
- Meet contact... AMBUSH with Derpy McFannybaws and a huge entourage of wingmen
- Track Derpy McFannybaws across several systems, the financial stakes going up each time
etc. etc.

FDEV, please, if you can't make this game logic interesting, then please take it out, because it's just a pointless and frustrating distraction that never breaks formula and never enhances the mission in any way whatsoever. I'm guessing it's broken, rather than incomplete, as I can't imagine any game design meeting concluding that this is an entertaining mission logic. [down]
 
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MISSION: Assassinate Derpy McFannybaws

1. We think they're in System ABC.
2. Arrive in System ABC.
3. Message: Hmn, they're not in System ABC, locate contact Dippy Derpface in System XYZ
4. Arrive in System XYZ.
5. Locate Dippy Derpface.
6. Dippy Derface: "LOLOLOLOLOLOL They're actually in System ABC after all... LOLOLOLOL back you go."
7. Go back to original system.

I have NEVER seen this mission logic ever play out as anything other than a meaningless distraction involving a return to the original mission system.

Which is a shame, because it has real potential:-
- Meet contact... AMBUSH with Derpy McFannybaws and a huge entourage of wingmen
- Track Derpy McFannybaws across several systems, the financial stakes going up each time
etc. etc.

FDEV, please, if you can't make this game logic interesting, then please take it out, because it's just a pointless and frustrating distraction that never breaks formula and never enhances the mission in any way whatsoever. I'm guessing it's broken, rather than incomplete, as I can't imagine any game design meeting concluding that this is an entertaining mission logic. [down]

Your supply of sacrificial children must be low. Appease RNGesus, repent your patterned ways, and receive His blessing that ye never suffer this again.

I've done hundreds of these, and only twice been sent whence I came. More often than not, I'll see my actual target in super cruise either just before meeting the contact, or just after. If they're lucky, I have an interdictor on me. If not, I kill them twice as hard for making me chase them.
 
I frequently am sent to the starter system (about 300 total assassination missions between my commanders). I like the concept of trying to track down a target, but back to the original system is silly. Is this a bug, or silly, or lazy programming? Not sure. It's still playable.
 
+1 OP for an entertaining read :) +1 virtual rep Indigo for the sacrificial/RNGesus reference, I guess I need to spread more around before repping you again ;)
 
Your supply of sacrificial children must be low. Appease RNGesus, repent your patterned ways, and receive His blessing that ye never suffer this again.

I've done hundreds of these, and only twice been sent whence I came. More often than not, I'll see my actual target in super cruise either just before meeting the contact, or just after. If they're lucky, I have an interdictor on me. If not, I kill them twice as hard for making me chase them.
I've had several redirects to meet a contact, and verily every time I doth beseeched whither, they sent me whence.

(edited out a Freudian slip :eek:)
 
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TMI, (not that there's anything wrong with that).
Change your number from 55-JUMBO



That's 2 sitcoms down.

The Clinton Era gave us "Don't Ask, Don't Tell."

I give you: "Don't Want to Know."

Nonetheless, it doth soundeth that ye have become the nudiustertian fashion of His Holy Favor. Mayhap ye may regaineth it, if ye doth cut down a mighty tree with... a herring!



Sociopolitical commentary and movie reference covered.
 
MISSION: Assassinate Derpy McFannybaws

1. We think they're in System ABC.
2. Arrive in System ABC.
3. Message: Hmn, they're not in System ABC, locate contact Dippy Derpface in System XYZ
4. Arrive in System XYZ.
5. Locate Dippy Derpface.
6. Dippy Derface: "LOLOLOLOLOLOL They're actually in System ABC after all... LOLOLOLOL back you go."
7. Go back to original system.

I have NEVER seen this mission logic ever play out as anything other than a meaningless distraction involving a return to the original mission system.

Which is a shame, because it has real potential:-
- Meet contact... AMBUSH with Derpy McFannybaws and a huge entourage of wingmen
- Track Derpy McFannybaws across several systems, the financial stakes going up each time
etc. etc.

FDEV, please, if you can't make this game logic interesting, then please take it out, because it's just a pointless and frustrating distraction that never breaks formula and never enhances the mission in any way whatsoever. I'm guessing it's broken, rather than incomplete, as I can't imagine any game design meeting concluding that this is an entertaining mission logic. [down]

One thing I've noticed but didn't really think about until you posted this, is the fact that mission logic in ED is pretty much the same level of simplicity as in the original game in the 1980s. Back then it was a great system because the game was executing in 64k of memory so hey!... anything would be good. But in the present version, I now realise, it's an immersion breaker. The predictability of it. Example: I hear a message arrive and don't bother to look at it because I already know my answer, because the message is totally predictable. I think FDev should put some thought into this aspect.
 
Have done many, many of these...

Always get sent back to the original system, but since (perhaps) 2.3, at least the contact now gives me the planet / body where the target will be. Previously I / you had to re-scan the nav beacon, so an improvement.

But yes, would be nice if FD could put some meat on the bones of these mission wrinkles. Presumably it's not straight forward with the proc gen nature of things, but would be nice.
 
This is just another time killer. Another one is the destination system that is always hidden by the planet you're leaving, it's below the horizon.

Or the interdiction by system naval units in warring system space that want to scan you, I leave before they scan.

Or the USS that shows up as you're getting ready to wake out, "Darn, what if it was the one I was looking for?".

Or the slow down of the speed readout as it transitions from LS to Mm, tempting you to speed up (so you overshoot your destination).
 
This happened to me for my Naval ranking mission last night. Oh OK the names were different.

I assumed the trigger for this was, being hopeful, and scanning the nav beacon in the target system more than 10 minutes before the time window.

Never get it if I scan the nav beacon during the time window.

So is this a case of FD insisting I use out of game skills such as telling the time to complete the game?
 
This happened to me for my Naval ranking mission last night. Oh OK the names were different.

I assumed the trigger for this was, being hopeful, and scanning the nav beacon in the target system more than 10 minutes before the time window.

Never get it if I scan the nav beacon during the time window.

So is this a case of FD insisting I use out of game skills such as telling the time to complete the game?

Nope, no correlation... :)

I would say that I do 90% of these missions before the window of opportunity. It's just a random thing (like so much in the game) that it sometimes has this 'go and meet contact' wrinkle.

The window of opportunity is when the target will be flying around in SC for you to interdict them (rather than wait for the mission USS), or in the case of pirate lords, they might well interdict you.
 
Nope, no correlation... :)

I would say that I do 90% of these missions before the window of opportunity. It's just a random thing (like so much in the game) that it sometimes has this 'go and meet contact' wrinkle.

The window of opportunity is when the target will be flying around in SC for you to interdict them (rather than wait for the mission USS), or in the case of pirate lords, they might well interdict you.

Thanks for that!

I cannot recall having seen my target in super-cruise since Mission USS, but that is probably because I have not looking :)

Gone are the days of getting your mates in the instance to increase NPCs to help you search for the target.

Thanks again
Simon
 
I can't believe you beat me to it, I was going to make a thread about this very issue, today. I abandon the missions as soon as I get the 'locate contact' message.

It is so stupid that I actually find it insulting.

I frequently am sent to the starter system (about 300 total assassination missions between my commanders). I like the concept of trying to track down a target, but back to the original system is silly. Is this a bug, or silly, or lazy programming? Not sure. It's still playable.

Frequently? You mean ALWAYS.

It;s idiotic.
 
I'm actually surprised to read that people have actually been sent to different systems.

The thing is, RNG over that many missions, there must be something up for some of us if we're always being sent back to the starter system.

If it's presumably 'broken' for some, not for others, then I might submit a bug report about it.
 
I believe that anyone who thinks you sometimes get sent to different systems is either remembering from 2.3 when it was often, if not always a different (third) system, or has a faulty memory. Since 2.4, it is always, without exception, back to the system you came from.
 
I believe that anyone who thinks you sometimes get sent to different systems is either remembering from 2.3 when it was often, if not always a different (third) system, or has a faulty memory. Since 2.4, it is always, without exception, back to the system you came from.

I will gladly test that when I get a chance.. If I remember correctly, I left myself parked somewhere where I have at least a couple combat ships stored. I've been exceptionally lazy as of late, spending my time playing Chauffeur for VIP's that I've not done a whole lot else. I'll update when I can though. I have been in the mood to blow something up.
 
Just to put the other side - it doesn't worry me one jot. And going back to the original system? Why not? In fact that is what I wold expect really, because all it means is that the mission giver's information is out-of-date and we have to find someone with more recent knowledge, and of course he will be in the original system - that is where the pirate lord's operations are. Why would you expect him to be elsewhere? This is a procedural mission right? Just like all missions. In fact, just like the whole darn game. That's the point of the game - it is not a pre-determined story teller that you just work through and then finish. Surely you have figured that out by now. All missions are repetitive. Don't understand the complaint really. There could be more wrinkles of course - and no doubt in the future there will be. But give it time. Since they seem to have a team dedictated to missions I expect it will be given somne love in the next iteration of updates.

If you're talking about immersion-breaking, I don't find this one to be immersion-breaking at all. I can easily rationalise it. The part that I find more annoyng is that the darned freighter captain keeps on bleating about pirates long after I have taken them down. A simple thank you message would be fantastic.
 
MISSION: Assassinate Derpy McFannybaws

1. We think they're in System ABC.
2. Arrive in System ABC.
3. Message: Hmn, they're not in System ABC, locate contact Dippy Derpface in System XYZ
4. Arrive in System XYZ.
5. Locate Dippy Derpface.
6. Dippy Derface: "LOLOLOLOLOLOL They're actually in System ABC after all... LOLOLOLOL back you go."
7. Go back to original system.

I have NEVER seen this mission logic ever play out as anything other than a meaningless distraction involving a return to the original mission system.

Which is a shame, because it has real potential:-
- Meet contact... AMBUSH with Derpy McFannybaws and a huge entourage of wingmen
- Track Derpy McFannybaws across several systems, the financial stakes going up each time
etc. etc.

FDEV, please, if you can't make this game logic interesting, then please take it out, because it's just a pointless and frustrating distraction that never breaks formula and never enhances the mission in any way whatsoever. I'm guessing it's broken, rather than incomplete, as I can't imagine any game design meeting concluding that this is an entertaining mission logic. [down]

Are you scottish? , i only ask as i nearly spat out some coffee when i read 'baws' .. it was a term of endearment while growing up from my uncles. Ive never heard it outside of scotland but it holds a special place for me, thanks man.
 
Are you scottish? , i only ask as i nearly spat out some coffee when i read 'baws' .. it was a term of endearment while growing up from my uncles. Ive never heard it outside of scotland but it holds a special place for me, thanks man.

HAHA, yeah, BUSTED. I grew up in Glasgow, but now on the other side. :p
 
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