Forums » Bugs

TPG's Test pilot missions

Apr 23, 2006 Pixelcat link
I finally beat the final mission, but it won't end. When I left the game the mission was still running. Somebody mentioned this could be from one of the bots killing the others, which shouldn't be penalized, since a bunch of the bots in the first part went off in a chain reaction. I'd appreciate it if this could be fixed, or if workarounds could be mentioned. Thanks.
Apr 23, 2006 thurisaz link
I think the general consensus is: Quit the Mission and Keep Trying Again

...it took me a second try to get it to complete, but some people need far more - it does seem to work eventually, you just need to get it on a good day; or something.... :@
Apr 25, 2006 Erin Turell link
I've been having terrible difficulties with the mission. After spending yet another hour trying to finish the damn thing, I was still running into the problem of Mission 3 (Stage 2) not ending.

Could we introduce a change to the mission, say, only require the player to kill 3/4 of the bots? At least until the mission gets un-broken. :S
Apr 27, 2006 RelayeR link
John, may I suggest launching the same number of bots for IIIb but lower the number needed to kill by 3? That's the most that seem to die from splash damage and seems like a fair, quick fix.
Apr 27, 2006 LeberMac link
It's apparently due to bots dying from explosions of other bots, so technically YOU didn't kill them, their buddy's explosion did.

Draw them out one at a time, and make sure each one dies from weapon hits that came outta your ship.
Apr 28, 2006 terribleCabbage link
If you back away, though, the bots clump up, and sometimes they end up ramming or shooting each other because they're all bunched up so tight.
Apr 29, 2006 UncleDave link
instead of "in the event that the player kills the bots" it needs to be "in the event that the bots die".
Apr 30, 2006 terribleCabbage link
That allows for people to take the mission, then bring a friend in to splat the bots for (or with) them. As a workaround... Umm... Maybe?
Apr 30, 2006 kimir1et link
The best workaround I know of is this.

1) Kill the DenTek assaults first, as they pose the biggest threat.
2) Now, after they are dead, do not use x or z to target your prey. Instead, use the b key to target the DenTek Collectors (they have less hp than the Artemis). Cycle through the DenTek collectors after each kill, if you find any lower than 1/2 then kill that one.

**It is important that you shoot only your target and limit the amount of spray you do, otherwise you may bring a neighboring bot to low health and it will boom once your target dies as well**

3) Once all the DenTek collectors are dead you can use the same method described in 2 for the Artemis to make sure you get credit for each kill.

Best of luck, even though I knew this before I took the mission, it still took me a few tries to get it right. Mostly I failed cuz I became too damaged or I was shooting carelessly.
Apr 30, 2006 MSKanaka link
John, may I suggest launching the same number of bots for IIIb but lower the number needed to kill by 3? That's the most that seem to die from splash damage and seems like a fair, quick fix.

I'll put a mission together on the test server that does this in the next couple of days (probably after Tuesday), Rel. Tell me if it works any better.
May 12, 2006 iTripped link
What bugs me most about this mission is the lack of feedback. If for any reason I am disqualified (bot destroyed by bot fire, etc.) then have the mission inform the player that he has been disqualified and needs to re-take it. Or better yet, disqualify the player for that round, and immediately plot a new sector - TELL THE PILOT to head over there to take another attempt.

Or even better still, inform the pilot that there were some technical difficulties in collecting the data, and the scenario needs to be restarted. Then do the above suggestion of plotting a new location to re-run the test. And do allow the player to dock at a station before heading over there if they need to.

The mission concept is good - but at no time should a player be left guessing as to what he needs to do, or if the mission is borked, etc. Look at the trade missions. if I get lost, I can contact the mission computer to ask where I'm supposed to go, what cargo to bring, etc. The same should be true for these missions. (well, not the cargo part, but you get the idea)