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.