You are behind schedule...

What's the point even? They already give you hours and hours. Time limits basically don't matter anymore.
 
Been around for a while, some of the longer timed missions (couple of hours) used to give you more time if the timer expired, but I have not seen them do this recently.
I think more time on failure mechanism is related to your rep with the faction, higher rep more chance you will get more time.

Simon
 
Been a while since this has happened to me - but i think while you still get paid .. your don't get as much rep with the guys who hired you ...
 
Most people do sleep (elite should be considered a sleep aid).... and you know, life in general.
I took a mission, went to sleep, and the next day completed it because it gave me more than 24 hours to finish.

They should really have more reasonable limits, and what really should happen is that the mission timer is paused when you log off. And no, it's perfectly possible to do. The faction you took it from isn't going to die overnight.
 
I took a mission, went to sleep, and the next day completed it because it gave me more than 24 hours to finish.

They should really have more reasonable limits, and what really should happen is that the mission timer is paused when you log off. And no, it's perfectly possible to do. The faction you took it from isn't going to die overnight.

I'm a little confused ;)

On one hand you're saying the missions give you too much time, that the timers are meaningless. On the other hand you say the timers should be more reasonable and stop when you log out.

I disagree with both points anyway. The missions have greatly varied time limits, some short and some very long. This is reasonable. I can take a mission with a week time frame regardless of how long I have left to pay now. But I can't take one that only has 2 hours left unless I know I can compete it.

One of the features I really love about this game is it's tied to a real clock and calendar. It would be incredibly jarring to have that yet have a mission that demands an urgent completion, only to allow you to log out for three months and still complete it. And it would be equally jarring if all missions had a really strict time limit, because it would feel too gamey in a world that is attempting to feel 1:1 scale.

The time limits mostly make sense.

To the op, I like this mechanic and it's a good indication that FD really want missions to feel more life like. They're getting there slowly.
 
Last edited:
What's the point even? They already give you hours and hours. Time limits basically don't matter anymore.

34 mins to get from robigo to the bubble and drop off the slaves missions are pretty common for me. i can manage it in my asp, but wouldnt in a python. and interdictions become an issue as they severely slow you down..
Ive droped off the cargo with a couple of mins to spare before now, and thats whith heading there as fast as i possibly can skimming stars so i have bearly a sliver of fule left when i get there..
 
I'm a little confused ;)

On one hand you're saying the missions give you too much time, that the timers are meaningless. On the other hand you say the timers should be more reasonable and stop when you log out.

I disagree with both points anyway. The missions have greatly varied time limits, some short and some very long. This is reasonable. I can take a mission with a week time frame regardless of how long I have left to pay now. But I can't take one that only has 2 hours left unless I know I can compete it.

One of the features I really love about this game is it's tied to a real clock and calendar. It would be incredibly jarring to have that yet have a mission that demands an urgent completion, only to allow you to log out for three months and still complete it. And it would be equally jarring if all missions had a really strict time limit, because it would feel too gamey in a world that is attempting to feel 1:1 scale.

Since when did realism make for a better game? I like the ingame clock as well but that is no reason for the missions to have these ridiculous timers. The timer should apply to the time that you are playing, so that you have some urgency during that time. But should never invade your real life, as they do now. It remembers where you are in space and what you were doing, so why can't it remember your missions? I simply don't see the reason.

If you want realistic 1:1 scale it would take months to go to the next station, sounds fun right?
 
Since when did realism make for a better game? I like the ingame clock as well but that is no reason for the missions to have these ridiculous timers. The timer should apply to the time that you are playing, so that you have some urgency during that time. But should never invade your real life, as they do now. It remembers where you are in space and what you were doing, so why can't it remember your missions? I simply don't see the reason.

If you want realistic 1:1 scale it would take months to go to the next station, sounds fun right?

I didn't say realism.

I don't follow your argument. The game is 1:1 scale and it would take months to travel anywhere but we have frame shift drives.

You're saying we should have strict time limits based on the mission type and distance from the destination. And that they should be ultra strict because we could then pause them whenever we need to log out.

I'm simply saying the current method has both strict and lax time limits, which gives us the best of both worlds without the need to make missions totally disconnected from the game's 1:1 scaled calendar, which is something quite a few people like.

FD might have done it your way but they didn't. And I like it the way it is. The problems with the mission system are many but the real time nature of them isn't one of them.

At the very least, it would be awful if every single mission was a race against the clock. So implementing ultra strict time limits just to justify the need to let the clock stop when we log off, in some attempt to add urgency to the game, would be counter productive anyway.

Some missions are a race against the clock and some aren't. That's how it should be. Nothing in this game pauses when we log off. The bgs keeps turning over, PP continues cycling, factions change their status and other players do their thing.

That is how it is, how it should be and, because of this, the missions should be just the same.
 
Last edited:
Defiantly not new, in v1.2 I gave up on an assassination without officially dropping it.
Came back the next day, and the mission had been updated with extra time.
 
LOL what does that mean? you know what I'm talking about...-_-

"I FOR ONE WELCOME OUR NEW WHALE OVERLORDS"


Hello there - If I could spare a moment of your time .... Id like to talk to you about Space Whales.
Space Whales have been spreading their holy barnacles throughout the galaxy and are poised to conquer us.
Now I know what you are thinking - "Im not ready to be conquered" ... but just think - they don't like timed missions either...

here have a pamphlet
whalechurch.jpg
 
Back
Top Bottom