We definitely need long range assassination missions!

After my experiences in locking myself out of my home systems as a result of some messy local assassination missions I've come to the opinion that some longer range missions of this kind would be fun.

Not that I mean a 500 ly trek to bag some minor local punk. But something perhaps in the 75 - 150 ly range for a target that's a good deal trickier than the current standards for Elite assassination missions. I would actually consider longer journeys and of course the payout should reflect the distance.

Personally I would find it more realistic that a "deserter" would have run some distance away instead of usually being found living next door!
 
Not without a long range mission board, tbh.

The mission idea is fine in principle, but the decision to "go regional" is always one you need to give thought and planning to. In my head there's three "ranges" people play in:
  • short range (~20-30ly)
  • medium range (200-1000ly)
  • long range (over 1000ly)

These ranges all offer different impacts on planning. Core problem is the general mission board has too many mission types right now (20-30 iirc), and the generation algorithm is too blobby (that is, if a type of mission is randomly generated, generally, you'll get lots of that mission type).

The impact of long range missions was already demonstrated when FD introduced bubble->colonia missions to all boards. They spammed-out normal missions, with entire boards filled with colonia bound missions, and despite all efforts from FD, they could not fix it... and so they're relegated simply to tourism economies.

As a contrast, passenger boards have a mix of mission ranges, including short, medium and long range, but this works because there's only 4-5 mission types on boards
  • short range bulk passengers one way
  • short range vip one way
  • medium range vip tourism
  • long range vip tourism

The low amount of types means you can always find something you want to do (as a passenger hauler), and that's good design, unlike the current state of the general mission board.

Tangent: thus, why the general mission board needs to be broken up into similar sub- boards like the passenger boards per this suggestion i made: https://forums.frontier.co.uk/threads/overhaul-of-mission-board-ui-and-mission-lists.456902/
 
We need long range for a lot of other missions too.

Boom Time Delivery Missions for a starport 8LY away? Really?
Business Men that want to travel in First Class for 1 jump only? Why do they need a Jacuzzy when they don't even have the time to undress?
Data Delivery Missions in the nearby system? Ask me to go at least 80-100LY away where your super transmitter signals can't reach because they are degraded by the background noise of space.
 
Pirate Lords & Politicians would be nearby, that makes sense because a troublemaker making trouble far away is only trouble for the locals over there.

But Deserters, yes :) Makes sense that there is a longer trail of breadcrumbs for those, or that they are further away and may require a wake scanner & an interdictor. I like the idea of that :)

It would make so much sense indeed. Deserters obviously flee as far as possible.
 
Must be a lot of fun jumping 60 times to find the target in starter's combat ship with limited jump range.

That's the problem, right there.

Where's the actual entertainment in making a bunch of jumps prior to exploding an NPC?

If the missions were a bit more complex, so they created a feeling of pursuing your target, it might be interesting but, as things currently are, nah.
 
OP get allied to a few anarchy factions in systems 40-50 ly away from your home system. You can do illegal missions there without repercussions in your home system. If you have 4 or 5 such systems dotted around your home system you can do a tour of crime whenever you want.
 
That's the problem, right there.

Where's the actual entertainment in making a bunch of jumps prior to exploding an NPC?

If the missions were a bit more complex, so they created a feeling of pursuing your target, it might be interesting but, as things currently are, nah.

The way I'm imagining it, it'd just be like stacking a few different missions, or making use of the chain mission mechanism.

What I'm not imagining is a regular assassination mission with the target simply being in a system 200ly away instead of 20.
 
I would like to see assassination or rescue missions that involve some investigation/detective work in order to track down the target - talking to NPCs, reading news reports, bribing people, etc. At the very least, it should involve using wake scanners (which I'm pretty sure was a thing for assassination missions in FE2).

To me, locating a mission signal source in a nearby system thing feels very gamey and little more than a placeholder.
 
To me, locating a mission signal source in a nearby system thing feels very gamey and little more than a placeholder.

Dropping in on the signal source is sometimes (usually?) the last resort though, quite often they are a way to have the player travel in a particular direction to give them the opportunity to spot and interdict the target from supercruise, or be interdicted by the target as the player passes by some other spawn point. I think it's quite a neat solution to catering for a relatively unknown player loadout and ability. Going to the mission USS is just the path that will always work if no others do.

NPCs can now spawn and interdict even when the player is at full throttle between distant points (although some do still just magically appear directly behind the player) which has caught me off-guard (in a good way) a few times when I thought I was safe on a long run to a distant binary :)
 
If the missions were a bit more complex, so they created a feeling of pursuing your target, it might be interesting but, as things currently are, nah.
I said this in another post somewhere, but FD need to lean hard into the mission wrinkles and scenarios, and they need to use the tools/scanners we've been provided in the game (recon limpets, wake scanners etc. for situaitons like this)

We asked for chain missions... we got literal chain missions. You finished that task? Here's another task just like any other. Not what we needed.

Instead, we need missions like this:
---
Board has another plain old assassinate pirate mission. You take it.

Rock up to the USS and it's just like any other USS you see, a corvette plus a couple disabled trader ships. You take out the mission target.
Trade ship advises "There was a second ship with them, and they took our medical supplies, can you retrieve them?"
  • No: Go back to station, complete the mission just like a normal assassination
  • Yes: Trader says "We think they took the supplies to <this megastructure in some system>, see if you can track them from there.

Fly out to the megastructure (this could be one of the fixed, undockable facilities we now have, or a USS-spawned megastructure), scan it, spot a Ship Log Uplink or whatever, scan it, find out the vessel carrying the goods jumped out to another system. Again:
  • Don't go on: Return to station with the data you retrieved
  • Go on: Move on to that system.

Get to the target system, find the ship in supercruise, interdict it, hijack it's cargo, go home and receive lots of praise and credits
---

Wrinkles, scenarios and all the existing mechanics could be used to make this happen. But it doesn't.

One of the coolest things I've experienced in the game so far are dynamic planetary search zones. Basically, you fly close to a landable planet, and you see a "Search Zone: Shelter" like you normally would for a mission, except you won't have any mission for this one. You fly down and investigate and see a small settlement with a data point. You scan the data point and it's got the details of someone who was hiding out there from a pirate, and where they fled to. You go to that system and "Hey, it's me, follow my wake and we can talk" just like other "find the contact" wrinkles. They then give you a target system, and you go hit the pirate,, cool bit being the rewards for completing this mission are =~ 5-6 million.

Sure, there's so much more which could be done with that, but it's one of the coolest thing in the game imo... all seeded from "Oh, there's some signal on a planet, let's go check it out".



To me, locating a mission signal source in a nearby system thing feels very gamey and little more than a placeholder.
It's 100000 times better than what it was before, which was even more placeholder "Wait for random USS to spawn"... the funny part was you could really game USS spawns before Mission USS and mission-specific cargo. I used to take dozens of salvage missisons... having an active mission biased your USS spawns to be for that mission. So, even though the salvage missions were all to different systems, they were for the same cargo, and I could just hang in one system looping spawns and collecting all the cargo for that mission.

At least now, you have to go to the target system and do the activity. But refer to my words above for my overall thoughts
 
After my experiences in locking myself out of my home systems as a result of some messy local assassination missions I've come to the opinion that some longer range missions of this kind would be fun.

Not that I mean a 500 ly trek to bag some minor local punk. But something perhaps in the 75 - 150 ly range for a target that's a good deal trickier than the current standards for Elite assassination missions. I would actually consider longer journeys and of course the payout should reflect the distance.

Personally I would find it more realistic that a "deserter" would have run some distance away instead of usually being found living next door!

Careful how you ask for that or you might get assassination missions in the bubble on targets out in Colonia.
 
I said this in another post somewhere, but FD need to lean hard into the mission wrinkles and scenarios, and they need to use the tools/scanners we've been provided in the game (recon limpets, wake scanners etc. for situaitons like this)

We asked for chain missions... we got literal chain missions. You finished that task? Here's another task just like any other. Not what we needed.

To be fair, I'm all for expanding regular chained-missions too.
Seems like it'd be easy enough to expand them into proper mini-quests.

You pick up an escape pod.
You deliver it to a station.
You get a chained-mission to transport the pod's occupant back home.
You deliver the person to their home.
You get a chained mission to explode the pirate who kidnapped the person.
Etc.

It'd definitely also be nice if there could be "branched" missions as well as chained-missions, though.
We currently get offered missions, and given mission-updates, in our comm's HUD during flight so it should be possible to expand the scope of missions using that mechanic too.
 
Anyone else run into the story about Pirate Lord Luca? I think it starts off by scanning some beacon and getting a message asking for bounty hunters to visit some specific system. You go there, scan another message and hear about this pirate luca guy. Go to another system and end up fighting a couple of weak ships and some guy in an anaconda. Then it's over. It sounds a lot like what people are asking for.

I do wish that were a lot more common and just "spawned" from something like a distress signal. I don't think you even need all of the flavor text. Blow up a random pirate and get a black box. Give some message stating they were at an unauthorized settlement in some nearby system. Go there, fight a few skimmers protecting a downed satellite, scoop some random raw mats laying around, scan the satellite and find a message stating "our carrier is in System XYZ, prepping for the operation". Go over there. Boss fight. Leader has a 5 million credit bounty. Maybe an adhoc mission from the local controlling faction a few minutes later. "Thanks for your work. We are preparing an offensive strike and could use your help in [some other random system] within the next 10 minutes". Jump over there. Drop into a mission signal and find an ongoing CZ. Win. 25 million and a lot of mats.
 
Pirate Lords & Politicians would be nearby, that makes sense because a troublemaker making trouble far away is only trouble for the locals over there.
To me, pirate massacre and assassination missions should also be in local. Because it makes sense to clear out local ...nuisances :D
Agree though, there should be some long range variations aswell
My point here would be that the parties organizing the hit might prefer to seek out an operative from ‘out of town’.
 
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