The mission system is a real Pain

A 2kly exploration trip was enough for me to get the required rank. Getting the invite to spawn...that's a different question.

And as a Solo player (without Xbox Live), no board flipping. Ugh.
 

Dominic Corner

Mostly Harmless Programmer
Frontier
Well, no, of course not, but the system as it is currently working, isn't great either, REP and INF are the same for every mission, regardless of rank or faction standing.

Hi there,

No, they aren't.

The contract element which shows rep and inf gain is a per-template indicator, not a direct indicator (That is to say they are set on the type of mission, they don't inspect the individual mission reward).

This was not set properly on the missions deployed in 2.2 and so all mission types say they're medium. I think this has been rectified in 2.3.

However, regardless of what the contract said, the rep and inf rewards have been going through at different levels depending on mission type and various scaling factors.

Thanks,
Dom
 
Hi there,

No, they aren't.

The contract element which shows rep and inf gain is a per-template indicator, not a direct indicator (That is to say they are set on the type of mission, they don't inspect the individual mission reward).

This was not set properly on the missions deployed in 2.2 and so all mission types say they're medium. I think this has been rectified in 2.3.

However, regardless of what the contract said, the rep and inf rewards have been going through at different levels depending on mission type and various scaling factors.

Thanks,
Dom

Is there going to be a way to feedback this information to the player?, the +, ++ & +++ system is ok for planetary installtion sizes, but I am not convinced that it's granular enough for feedback from the mission system.

As it stands, it's no surprise that I assumed all missions were equal in terms of REP and INF, simply because that is what was fedback from the mission display (all ++)
 
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Hi there,

No, they aren't.

The contract element which shows rep and inf gain is a per-template indicator, not a direct indicator (That is to say they are set on the type of mission, they don't inspect the individual mission reward).

This was not set properly on the missions deployed in 2.2 and so all mission types say they're medium. I think this has been rectified in 2.3.

However, regardless of what the contract said, the rep and inf rewards have been going through at different levels depending on mission type and various scaling factors.

Thanks,
Dom

I think people want percentages shown instead of low, medium, and high.
 
If you want to make friends with a faction and don't want to spend eternity running missions, grab yourself a combat ship or a combat-focused multirole ship, find a Nav beacon or RES, and bounty hunt.
I made friends with Sirius in about 30 minutes and netted an extra 1.2m in credits.

Factions tend to like those who kill their enemies.
 
Hi there,

No, they aren't.

The contract element which shows rep and inf gain is a per-template indicator, not a direct indicator (That is to say they are set on the type of mission, they don't inspect the individual mission reward).

This was not set properly on the missions deployed in 2.2 and so all mission types say they're medium. I think this has been rectified in 2.3.

However, regardless of what the contract said, the rep and inf rewards have been going through at different levels depending on mission type and various scaling factors.

Thanks,
Dom

Hi Dom,

Could you clarify these remarks. Is it the case that what was intended was a +,++,+++ indicator of the inf/rep bonus of those mission types and scaling factors? This would mean that not all + or ++ would equal every other + or ++?
 

Dominic Corner

Mostly Harmless Programmer
Frontier
Hi Dom,

Could you clarify these remarks. Is it the case that what was intended was a +,++,+++ indicator of the inf/rep bonus of those mission types and scaling factors? This would mean that not all + or ++ would equal every other + or ++?

Hi there,

The + (small), ++ (medium), and +++ (large) marks are relative to other missions at similar ranks.

The intention is, I believe, to show that these missions, in general, tend to give more or less rep/inf than other mission types.

The current issue is that all missions are set to medium, so all missions appear to be equal.

This appears to have been fixed by the missions design team for 2.3.

i.e:
Piracy missions in 2.3 are now set to Rep++, Inf+++.
Assassination missions in 2.3 are set to Rep++, Inf++.
Altruism missions in 2.3 are set to Rep+++, Inf+.

This means that in general piracy missions give about the same amount of personal reputation as assassination missions, but they provide a minor faction with more influence. That Altruism missions tend to increase personal reputation more than other missions but that their influence change for minor factions tends to be smaller. That assassination missions tend to be about average in both reputation and influence deltas.

Various scaling factors may well make an individual mission better or worse than another individual missions, but the trends should hold.

Hope this helps.
Dom
 
I thought the (best) way to gain REP was through the missions.

The (best) way to do anything is a way you enjoy. Sirius Corp are present in loads of systems; they control the station in Avik (outpost unfortunately), Procyon, Sothis, loads of places. Different missions all over - go mining, go bounty hunting, go take out those generators, go salvage some stuff. Or chuck a load of exploration data at them, or dump credits into charity missions, whatever floats your boat.
 
Go to HIP 8396, it's controlled by Sirius and there are 2 hi-res right next to the station. You'll get allied in a couple hours tops.

Trying to do missions around Sirius system is mind-numbingly frustrating, they just don't hand out missions.
 
Go to HIP 8396, it's controlled by Sirius and there are 2 hi-res right next to the station. You'll get allied in a couple hours tops.

Trying to do missions around Sirius system is mind-numbingly frustrating, they just don't hand out missions.

Would you say that the mission boards are siriusly lacking?
 
Surprised the OP is seeing so few missions... I tend to see well over a dozen, and more that I can't take. Also worth checking the passenger lounge: non-sightseeing ones can offer rep gain too. But as said by others, trade and bounty hunting are also great ways to build rep.

Or in the case of bounty hunting, lose it too. Careful which pirates you shoot.

This was not set properly on the missions deployed in 2.2 and so all mission types say they're medium. I think this has been rectified in 2.3.
In 2.2 it's not quite all missions as ++/++, is it? I'm almost certain that some missions (some of the salvage ones?) show as +/+. Definitely the case that 2.3 is much improved, with Rep+++ charity missions and all.
 
Hi there,

The + (small), ++ (medium), and +++ (large) marks are relative to other missions at similar ranks.

The intention is, I believe, to show that these missions, in general, tend to give more or less rep/inf than other mission types.

The current issue is that all missions are set to medium, so all missions appear to be equal.

This appears to have been fixed by the missions design team for 2.3.

i.e:
Piracy missions in 2.3 are now set to Rep++, Inf+++.
Assassination missions in 2.3 are set to Rep++, Inf++.
Altruism missions in 2.3 are set to Rep+++, Inf+.

This means that in general piracy missions give about the same amount of personal reputation as assassination missions, but they provide a minor faction with more influence. That Altruism missions tend to increase personal reputation more than other missions but that their influence change for minor factions tends to be smaller. That assassination missions tend to be about average in both reputation and influence deltas.

Various scaling factors may well make an individual mission better or worse than another individual missions, but the trends should hold.

Hope this helps.
Dom

Could we get numbers instead of this as this is just uninformative, confusing, over complicated and dump system to deliver that information to player. This mission give you 129 rep and 150 inf, this mission give you 50 rep and 300 inf etc. would be much better. So we can compare and know what we are doing. Don't over think something as simple as xp par, there is no need for it.
 
This was not set properly on the missions deployed in 2.2 and so all mission types say they're medium. I think this has been rectified in 2.3.
I really hope this is true, because it's one reason why I stopped playing ED. (If I can't tell which missions are good & which are rubbish for rep, it is very frustrating. Even the "good" missions provide almost no rep/inf (to a casual player), so the rubbish ones are truely worthless, and not knowing which you're getting (without a spreadsheet to track it - zzz) makes things frustratingly pointless.)

- - - Updated - - -

This mission give you 129 rep and 150 inf, this mission give you 50 rep and 300 inf etc. would be much better. So we can compare and know what we are doing.
I don't see the need for such nit-picking detail, BUT the current 1-3 granuality is not good either. I think 1-5 or maybe 1-9 would be a good middle ground - enough info to make a proper judgment, without driving-away novices with tons of numbers (this isn't "Elite Dangerous: The Spreadsheet").
 
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I don't see the need for such nit-picking detail, BUT the current 1-3 granuality is not good either. I think 1-5 or maybe 1-9 would be a good middle ground - enough info to make a proper judgment, without driving-away novices with tons of numbers (this isn't "Elite Dangerous: The Spreadsheet").

I think 1-5 would work pretty well for representing these values (expanding on the extremes i.e. Very Small and Very Large), while the template values remain as they currently are. Reasoning being, from my understanding, currently there is the template values, and things like the faction state can have an effect (up or down) on the actual influence/rep earned. As an example take a deliver cargo mission, and assume that it has a start value of Small for both, and the faction is at war meaning trade has less effect so what is it now ? (well it's still Small currently but should probably be Very Small Influence and I don't actually know if this would change the Rep but I'm guessing it would). The flip side is same mission type (but different mission with Large inf/rep gain) but with faction at boom which would raise it same issue as before, we don't know it's any better.

I am of course assuming these values do/should display a change based on the given example of faction state, they very well may not display that change (I doubt they have been in the current live version hence everything is medium), and that is something that IMO should also be considered (if not already being done) as it would lead to more informed decisions.

So Dominic if you read this, are the Influence & Rep values displayed on the mission screen supposed to be displaying the mission values + other faction/system factors ? or are other factors only added in semi-silently (i.e. hard to see) and displayed in the small bar charts on the completion screen ?
 
Since all those bars and meters work on percentages, I still think we should be presented with percentages. The game already translates it to that on reward anyway, so why not just show us? If we're worried about it making some flock to just the high percentage missions, I have news for you...
 
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