The Planetary landing and planetside missions discussion Thread

This isn't the type of game you can play in short spurts.

Yeah it is.
I play for an hour before work and an hour after. That gives me enough time to consistently hold Rating 4 with my Power, make credits through smuggling and mission-running, support my favourite factions and the odd CG in-between. There's a lot you can do with little time if you use it wisely.
 
Yeah, honestly I find missions to be the perfect "I can only play for 60 minutes right now" activity.

I've tried mining and trading, and RES farming, and I find that running missions is a great way to pass time and make some money.

Sometimes I even hit up all the stations in a system, pick up every mission that makes sense, and turn in 8 or so at once.

I recommend steering clear of the salvage missions and piracy missions, as those take more time, and also noting that assassination missions can sometimes be a gamble timewise - I can nearly always get a target in under an hour, but it frequently burns enough time that I don't get to finish other missions.

If you're having trouble with the kill pirates missions, try hunting strong and unidentified signal sources, and steer clear of weak signal sources.

The USS have a good chance of content targeted to whatever missions you're on, strong signal sources just naturally have a good chance of pirate encounters, and weak signal sources are usually wrecks with some salvage.
 
For these reasons I think none of this will happen.
Good science fiction abides by it's own internal rules. Your suggestions would break those rules.

I'm surprised nobody picked up this little gem either:

Once a planet develops the right atmosphere, you bring colonizers to the planet to seed it

Well that's bound to work well, forced migrations have a proud history of working flawlessly (sarcasm).

You either need millions of people in which case you have to provide infrastructure, cities and farms all ready to go, or you have a few people who can develop their own cities and farms as their population grows but will take about 10 to 20 generations to build a galactically significant population assuming they don't die out first.

Try again but on a ELW so it's human habitable with minimum terraforming but it's still far too massive a commitment for a single player to devote to a game, given all the best circumstances and excluding the more ludicrous suggestions we're still looking at many years work and many trillions of credits just for the orbiting station before we start looking at the work needed on the ground which would need many more trillions of credits.
 
Is it due to the lack of variety. No.

Is it due to the lack of income from them. No.

Is it due to the fact that I have limited time to play and I am unsure how long the mission will take. Yes.

Trading does allow play in one hour or less periods as does exploration and also combat.

I hope the planetary landings will allow play in periods less than an hour.

I can do two or three mission all at once if they go to the same place. The only missions that take a long time are the combat ones or the fetching goods ones. The quick kind are the delivery versions and often will only be a couple of light years away.
 
A Nav beacon is not the place either then.... 20 = 1 every 3 minutes ... @ most Nav beacons you are lucky to see 1 wanted person in 5 minutes or longer... Apart from circling security and bounty hunters or T6's with security escort... it's probably the dullest place in a system to be.

I've been to better Nav Beacons. The one I frequent is med sec, the anarchy ones are much more lively. The response was to the OP's claim that he couldn't kill 20 pirates in an hour - not a comment on how effective Nav beacons are as hunting grounds.
 
I don't have an issue with missions having a timer - I think it is a good idea and it needs to run in real time.

It does inconvenience me, but in a way that is should inconvenience me. When I was repping up with federation & raising fed ranks after an unfortunate misunderstanding involving illegal goods, I put in a week or two doing missions almost constantly. My preferred strategy was to take lots of delivery missions or "bring me these goods" missions and pile them up, then when i had enough "bring me these hi-tech goods" to fill a cargo hold i would go and collect a load and turn in various missions at once, for one trip to my local vendor of personal weapons, protective suits and land enrichers (or whatever). In the meantime i was popping in to various stations in sol or nearby doing other missions, waiting for enough missions to make the trip for slaves or hi-tech worthwhile.

Now that was fine, even though it meant sometimes I had to go and complete the missions before I had a full cargo hold worth, in order not to let them time out.

If there were no timer on missions I would run my trade route and check my bulletin board each time, letting missions pile up, until eventually I could turn in an Anaconda cargo hold worth of mission goods. Or let a ton of "kill x number of pirates" pile up in my mission log until I could complete 30 missions at once by killing 7 pirates or whatever.

That is too easy and exploity and not the way the game should work.
 
Is it due to the fact that I have limited time to play and I am unsure how long the mission will take. Yes.
I agree with your sentiment... but you have the identified the wrong problem/solution.

The problem is that mission timers expire while you are offline (not playing). This is the really stupid thing, and there seems little technical reason for it:

1. If changes to the game universe would make old missions nonsensical (e.g. food missions for famines that no-longer exist), then either (a) have missions expire within 7 days (or whatever), even if the in-game time has not run out, or (b) auto-expire missions that no-longer make sense (as long as they have existed for more than 1 day in the real world).

2. If some missions might directly impact other players (I don't think any currently do!), either due to them being of limited quantity or them interacting with other player missions, then mark them as special "urgent" ones whose timer still runs down when you are not playing. If there is a worry this would wrongly highlight such missions to players, then randomly mark a few other missions as "urgent" (even though they don't need to be).
 
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Failing missions causes a decline in rep and is hard to regain.
Yes. Frontier have said that failure is intentionally heavily punished (much more than success is rewarded).

BTW, I tried taking on a mission to kill 1 smuggler within 3 hours. Thought it'd be easy, so took it. 1.5 hour later I have a ton of bounties on my head, but still no success finding a ship that the game will count as a smuggler (even though I found plenty that fit that description from in-game view - they carried cargo which that system classes as illegal) no-matter where I tried (interdicting likely-looking ships & then scanning them, or hunting the Nav Point). I had to go to sleep, so had to cancel the damn thing. Well, partly my fault for taking a mission type I'd never done before, but it sure SOUNDED easy.
 
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Indeed. There are some missions I dare not take, having been burnt before. Salvage in empty systems where WSS spawn very slowly for instance. I stopped taking them completely after I got to unfriendly with some factions when I was a newbie. Most salvage missions I take these days I complete instantly with items already in my hold - usually from a different system than the one I'm directed to. This is efficient, but clearly not quite as intended.

And I've never taken any of the piracy 'get 10 stolen wotsits' type missions because I really have idea how long it would take to complete them, but I'm guessing it would be longer than I can typically play. Being dissuaded from certain parts of the game by offline-active timers seems to remove more from the game than it adds from my perspective.

To put this in somewhat terse terms.

This isn't the type of game you can play in short spurts. You should have realised this before buying it.

It was in 1984. And the shape of the current game was somewhat ill defined when I backed the kickstarter. Don't make unwarranted assumptions.
 
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A Nav beacon is not the place either then.... 20 = 1 every 3 minutes ... @ most Nav beacons you are lucky to see 1 wanted person in 5 minutes or longer... Apart from circling security and bounty hunters or T6's with security escort... it's probably the dullest place in a system to be.


IMO..... it's probably the worst place in space to hunt pirates and has been since about patch 1.1

Go to Maria and you will have all the wanted you want and you can steal cargo with no cops.
 
Reading over the responses, on both sides, has shown me something that I think many people get very wrong about Elite Dangerous.

People are complaining that the missions aren't enough/too shallow/too hard/too long and that that messes up the game play, as if missions were the entire reason for playing the game.

I understand where this viewpoint comes from, anyone who's ever played any MMO is used to getting quests/jobs/missions and that is the main way to progress through the game, as well as usually filling in backstory, setting up current story arcs, and getting the player immersed in the game's world.

That is NOT Elite, not the original, not the sequels, and not Elite Dangerous. The missions are there for us to make quick creds and gain reputation with factions and direct the influence of the factions in the systems. They are NOT the main driving point of the game, they are a mini-game inside the main game, and doing them is entirely optional.

This is a true sandbox game, you can make creds and level up your Trade/Exploration/Combat rank without ever touching a single mission by simply running around and doing those things yourself. Get merch from station A in system Z and run it to station T in system U, grab merch from T to take back to A, repeat, you've set up a cargo run and will level up your Trade rank and make creds, probably rank up your Combat as well if you forcefully deal with pirates who try to interdict you, maybe even get some Exploration ranks in as well. Get bored running merch, ok, go hunt Wanted people, bounty hunt, hit CZs, become a Pirate for a bit, you'll get Combat ranking, maybe some Trade and Exploration as well.

Do you see where I'm going here? There's no NEED to run missions, they are a mini-game for people who want to gain rep with a Faction and have some say in the overall BGS that's going on all around us all the time, but you don't NEED to do them if that side of the universe doesn't appeal to you. You can trade and kill people and explore to your heart's content without taking a single mission and made creds and rank up just as easily as doing missions.

Me, I like knowing that I can take missions and actually have a personal hand in the influence of a faction in a system, or multiple systems. That I can work for a Power directly and have a direct influence in how that Power's rise or help cause another Power to fall, so I take missions. I also sometimes just totally ignore the BB and grab merch from A to run to T because I know I'll make a nice profit doing it. I'll occasionally set up for some mining and go relax while staring at rocks and making creds. Sometimes I just want to blow stuff up, so I hit a CZ or RES's strictly on the hunt for Wanted targets, 200 or 200,000 bounty, I don't care, if it's Wanted, it's gonna get blowed up nice and good! And on occasion, I just head off into the black to look at the stars and explore, something I really do love to do in Elite Dangerous, the REAL reason I got the game after watching Granite/Obsidian Ant's wonderful videos showing how immersive this game can be when you head off into the black.

So take a breath, realize that missions are NOT a requirement to enjoy the game and advance yourself in it, they are simply a mini-game for mucking about with the Powers that be in the BGS, you can do them or not and it won't hurt you, you can still have as much fun as you want in this sandbox that's only the size of the Milky Way galaxy.
 
I'm surprised nobody picked up this little gem either:

Once a planet develops the right atmosphere, you bring colonizers to the planet to seed it

Well that's bound to work well, forced migrations have a proud history of working flawlessly (sarcasm).

You either need millions of people in which case you have to provide infrastructure, cities and farms all ready to go, or you have a few people who can develop their own cities and farms as their population grows but will take about 10 to 20 generations to build a galactically significant population assuming they don't die out first.

Try again but on a ELW so it's human habitable with minimum terraforming but it's still far too massive a commitment for a single player to devote to a game, given all the best circumstances and excluding the more ludicrous suggestions we're still looking at many years work and many trillions of credits just for the orbiting station before we start looking at the work needed on the ground which would need many more trillions of credits.

I can imagine there being teams of scientists, researchers, technicians on the planet to guide the terraforming process and to do research.
I would love to visit a planet that is being terraformed and is in the throws of violent transformation.
It reminds me of the movie Aliens and the planet LV-426.
It would be marvelous to have to transport a new shift of scientists and techs there, who will live there for a year or so, and bring back the old crew.
I wouldn't want facehuggers on board though.
 
Reading over the responses, on both sides, has shown me something that I think many people get very wrong about Elite Dangerous.

People are complaining that the missions aren't enough/too shallow/too hard/too long and that that messes up the game play, as if missions were the entire reason for playing the game.

I understand where this viewpoint comes from, anyone who's ever played any MMO is used to getting quests/jobs/missions and that is the main way to progress through the game, as well as usually filling in backstory, setting up current story arcs, and getting the player immersed in the game's world.

That is NOT Elite, not the original, not the sequels, and not Elite Dangerous. The missions are there for us to make quick creds and gain reputation with factions and direct the influence of the factions in the systems. They are NOT the main driving point of the game, they are a mini-game inside the main game, and doing them is entirely optional.

This is a true sandbox game, you can make creds and level up your Trade/Exploration/Combat rank without ever touching a single mission by simply running around and doing those things yourself. Get merch from station A in system Z and run it to station T in system U, grab merch from T to take back to A, repeat, you've set up a cargo run and will level up your Trade rank and make creds, probably rank up your Combat as well if you forcefully deal with pirates who try to interdict you, maybe even get some Exploration ranks in as well. Get bored running merch, ok, go hunt Wanted people, bounty hunt, hit CZs, become a Pirate for a bit, you'll get Combat ranking, maybe some Trade and Exploration as well.

Do you see where I'm going here? There's no NEED to run missions, they are a mini-game for people who want to gain rep with a Faction and have some say in the overall BGS that's going on all around us all the time, but you don't NEED to do them if that side of the universe doesn't appeal to you. You can trade and kill people and explore to your heart's content without taking a single mission and made creds and rank up just as easily as doing missions.

Me, I like knowing that I can take missions and actually have a personal hand in the influence of a faction in a system, or multiple systems. That I can work for a Power directly and have a direct influence in how that Power's rise or help cause another Power to fall, so I take missions. I also sometimes just totally ignore the BB and grab merch from A to run to T because I know I'll make a nice profit doing it. I'll occasionally set up for some mining and go relax while staring at rocks and making creds. Sometimes I just want to blow stuff up, so I hit a CZ or RES's strictly on the hunt for Wanted targets, 200 or 200,000 bounty, I don't care, if it's Wanted, it's gonna get blowed up nice and good! And on occasion, I just head off into the black to look at the stars and explore, something I really do love to do in Elite Dangerous, the REAL reason I got the game after watching Granite/Obsidian Ant's wonderful videos showing how immersive this game can be when you head off into the black.

So take a breath, realize that missions are NOT a requirement to enjoy the game and advance yourself in it, they are simply a mini-game for mucking about with the Powers that be in the BGS, you can do them or not and it won't hurt you, you can still have as much fun as you want in this sandbox that's only the size of the Milky Way galaxy.


I don't think anyone is saying that this is ruining the game.

The discussion is about whether or not you can run missions effectively in a limited timeframe, for players who may not be able to dedicate long play sessions.

The perception that this content would be restricted to players who can dedicate multiple hours of play is a valid concern worthy of discussion.

I personally think that this is untrue, but it's worth discussion, especially considering that there are numerous other ways that the game disincentivises infrequent play, like rep decay, the whole powerplay system, etc.

That phenomenon does stand to threaten the enjoyment of the game for players that are unable to log as many consecutive hours, and that's not a good thing.

I don't think the game is ruined, but I also don't see many concessions being made for "casual" (in terms of how often and for how long they play, not in terms of investment or skill) players, so it is a real and worrying trend.
 
I don't think anyone is saying that this is ruining the game.

The discussion is about whether or not you can run missions effectively in a limited timeframe, for players who may not be able to dedicate long play sessions.

The perception that this content would be restricted to players who can dedicate multiple hours of play is a valid concern worthy of discussion.

I personally think that this is untrue, but it's worth discussion, especially considering that there are numerous other ways that the game disincentivises infrequent play, like rep decay, the whole powerplay system, etc.

That phenomenon does stand to threaten the enjoyment of the game for players that are unable to log as many consecutive hours, and that's not a good thing.

I don't think the game is ruined, but I also don't see many concessions being made for "casual" (in terms of how often and for how long they play, not in terms of investment or skill) players, so it is a real and worrying trend.

Some people are saying it ruins the game however, and that's part of what I was addressing, but only a part.

The rest is exactly what you stated, that the game doesn't cater to casuals, because it doesn't. It doesn't cater to anyone, it's a sandbox universe game, missions are a mini-game inside the game world, they are not THE game, just a mini-game. People who don't have any time to devote to doing missions don't have to, they suffer no repercussions for that, they simply don't get the benefits of doing missions, if there are even any benefits for doing missions. Rank in the Federation and Empire is gained by doing missions for specific factions allied to them, and all that rank gets you is access to some ships, ships that aren't even the best possible ships for their price ranges/tonnage/mission profiles. And anyone can get the rank to access those ships by doing a single mission at a time as they have the time to do them, it may take them a longer time frame than someone who's able to devote hours at a time to doing missions for this specific purpose, but the time spent will be the same for both as it takes the same amount of missions regardless of doing them in batches or one at a time.

Power Play, easy enough for a casual player to do it as well, an hour here or there during a week is enough to get to rank 4 and keep it without any issues at all. I spend maybe 2 hours a week doing PP specific things like delivering reports, delivering fortification supplies or fighting in Crime Sweeps, none of which are time sensitive other than needing to be done between the start of the PP week and the end of the PP week. PP isn't a mission driven thing, it's a specific action driven thing, delivering reports, killing enemies, fortifying with supplies, things you can do with an hour's play a few times a week for rank 4 quite easily. Rank 5 is the only rank that requires some effort, and if you are a casual player, well, if you want that 50 million credit salary a week, you should have to do something more than just show up once in a while, don't you agree? Don't ALL of you agree with that?

And again, missions and Power Play are mini-games inside Elite Dangerous, you can do them or not without it having any negative effects on your gaming. Getting credits, earning ranks in Trade/Exploration/Combat can all be done without touching a single mission or ever bothering with PP. You can earn enough to own every single ship in the game and outfit them however want without doing a single mission, although to get access to Faction specific ships you will need to do some missions for those specific Factions, but you can take as long as you like to do that, it's not a 'you must complete X number of Faction missions in X time frame or ELSE!' thing. Do 1 mission for the Faction every few days, or better yet, don't do any missions, just make contributions to the Faction, you know, those 'help repair our station in the name of' that pop up on the BB? Those are the BEST way to get good rep with a Faction, and they take 0 time to do. So if you just HAVE to have a Federal Dropship or Imperial Clipper, start making contributions to the Factions whenever you see them pop up, you'll get there eventually, without having to do any actual missions at all.

If you want to actually have a direct influence on the BGS, you need to devote time to that, sorry, but that's just how it is, and they shouldn't change that to cater to people who can't or won't devote any time to it, as it's not exactly a little thing to change the socio-political landscape on a single planet, much less for an entire star system or systems. People who actually want to do that aren't casual players to begin with, they WILL find the time to devote to the game to do those things, it means something to them for whatever reason.

The OP didn't do missions because of a feeling that they take too long to do. It's been pointed out that that is a misconception, most missions take a few minutes to complete, only a few take longer, and you can easily avoid them while doing lots of other short time missions.

I noticed that people feel like missions are a big part of the game and if they can't do them they are missing out, or that they need to be MORE whatever to make the game better, and I pointed out that the missions are just a mini-game, Elite Dangerous is a real sandbox game, there is no overriding directive to do any specific thing, you can roam about and do whatever you want at any time and progress in the game however you want.
 
Weather and planetary landings.

I know at first lil rocky planets wont have much weather to consider. But later on when we can land in other planets I wounder if weather conditions will have a roll in effecting how ship handles.

Anyone else have any thoughts on this.
 
I know at first lil rocky planets wont have much weather to consider. But later on when we can land in other planets I wounder if weather conditions will have a roll in effecting how ship handles.

Anyone else have any thoughts on this.

Unfortunately the rocky moons and planets in horizons will have zero weather. The devs stated one of the reasons we have to wait for atmospheres is because they want to do weather affects correctly.



Here's to the future with blind landing's due to sandstorms on desert worlds, severe icing and engine flameouts on icy worlds, windshear and severe turbulence when landing on floating bases in waterworlds, torrential rain lashing down on the canopy whilst wrestling the ship against insane crosswinds. The mind is the only limit, planet Earth has enough interesting weather to keep a pilot on his toes for his entire career.. Alien weather will be something special
 
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windshear and severe turbulence when landing on floating bases in waterworlds

I immediately had to think of this:

SpaceX_ASDS_in_position_prior_to_Falcon_9_Flight_17_carrying_CRS-6_%2817127808431%29.jpg


:D
 
When it comes to planets with Atmosphere, there will be places that only the toughest ships will be able to fly and some that will just become no-go areas. Wind, which requires air/gas is a very destructive force. Look at the Grand Canon, the theory that it was created buy a group of Scotsmen, looking for lost change is a myth. Most of the wear and tear was created by winds moving sand etc. If you have ever seen a sand blasting paint remover in action, then you'll understand the shear power of such forces. 5 mins moving around in winds of hundreds of meters per second, throwing dust and sand at the hulls and superstructures of ships, will strip nice new ship skins in seconds and then the whole ship, to its base elements in minutes.

We all like a bit of Atmosphere, but some will be, nothing less than deadly and that is before we consider, any that contain naturally corrosive elements, such as Venus, which is basically thought to have an atmosphere made of acids.
 
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