Well if the cops kill my assassination target I fail the mission. I guess they would fail their mission if I killed their target.What happens now if you kill someone else's assassination mission target?
Well if the cops kill my assassination target I fail the mission. I guess they would fail their mission if I killed their target.What happens now if you kill someone else's assassination mission target?
I've noticed if you run a trade route a few times someone will tip off a local pirate to ambush you when you get complacent. Stuff like that is what makes the game come to life, the universe dynamically responding to player actions in an attempt to break up mindless routines and inject something unexpected into the gameplay. Being hunted by local pirates because you were too obvious about your trading habits is a good start, but they need to keep going with this in a big way to make enough of a difference. I'd much prefer to hear that 1.4 will be "the NPC update" that gives them the tools for procedurally generated interactions for every kind of encounter a player could have with them. ED needs less macro-scale tacked on metagames and more micro-scale moment to moment gameplay enhancements, because at the end of the day that's what people will keep coming back for.To the Op. It is there already you just need to look for it. I'm tired and need some sleep but as an example I took a load of palladium from one station and was interdicted in the very next one. He had some idea I had stuff since he said he was looking for a fat hauler. Wether it was a beacon or just a relay I don't, and never will, know but what I do know is what faction he's apart of and can now reek havok on them.
You don't need everything handed to you on a silver plater & spoon. Figure out who your enemies are and go get them. There are many other ways the system tells you what is going on but it doesn't just say go to XYZ.
I am kind of confused here. Since 1.3 I would estimate that at minimum 75% of the missions I have undertaken have had some NPC involvement. Whether it is a hunt/kill mission, moving cargo for a faction or one of the courier tasks, I nearly always get contacted by an NPC who has a counter offer to whatever I am doing. Isn't this what you want? Agreed, maybe not to the extent you requested but to me it is a start in the right direction. I have even had NPCs kind of wing up with me at Res and Nav Beacons, i.e. basically fly in formation with me and attack the same target. Hasn't happened a lot, but it has happened, just don't know if it was a fluke but I did appreciate their assistance![]()
I've noticed if you run a trade route a few times someone will tip off a local pirate to ambush you when you get complacent. Stuff like that is what makes the game come to life, the universe dynamically responding to player actions in an attempt to break up mindless routines and inject something unexpected into the gameplay. Being hunted by local pirates because you were too obvious about your trading habits is a good start, but they need to keep going with this in a big way to make enough of a difference. I'd much prefer to hear that 1.4 will be "the NPC update" that gives them the tools for procedurally generated interactions for every kind of encounter a player could have with them. ED needs less macro-scale tacked on metagames and more micro-scale moment to moment gameplay enhancements, because at the end of the day that's what people will keep coming back for.