Forums » Suggestions

When a delivery cannot be completed, return the delivered goods.

Apr 30, 2012 Pizzasgood link
When a procurement mission (and I suppose the other ones as well) cannot be completed, and the player clicks the "I cannot complete this mission" button, the mission should return any items already delivered to the player.

This implies adding a "return delivered goods" action to the mission editor. The returned goods would need to be deposited in the station's inventory, to avoid situations where it tries to return 300cu of something and it can't fit in the ship's hold, and the ship happens to be out in space or whatever. If it goes over the player's inventory limit, either automatically charge them rent and notify them, or give them the normal "if you do this you'll be charged" deal, and if they opt out, the items are lost (or better, spawned floating outside the station).

This could be extended to the manufacturing missions as well, in case somebody gets halfway through and a key item (e.g. samo) gets lost or stolen at the last minute. It would seriously suck to lose 20 hours of work over something like that.
May 01, 2012 meridian link
This isn't necessary because the mission pays the player incrementally as they deliver the goods. If you deliver half and abort you still get half the money.
May 01, 2012 tarenty link
I don't really have an opinion about this, but I thought I'd note you lose standing and eventually the ability to do delivery missions if you cancel.
May 01, 2012 PaKettle link
Aye - you lose standing but get to keep the goods.

There should be an option to attempt to return the goods and mission willing avoid the standing loss.
May 01, 2012 meridian link
Huh? There seems to be a disconnect here. Rin is talking about procurement missions, where goods would be returned to the player in the event that the mission cannot be completed. It sounds like tarenty & Pa are talking about delivery missions where the player would be returning goods to the station in the event that the mission cannot be completed.
May 02, 2012 Pizzasgood link
Well, I started out aimed at procurement missions, since I accidentally delivered 40 out of 47 consumer robotics to a station where I was already POS rather than to the one I was trying to build up (derp), and wished I could get them back. I never noticed whether I got a partial payment, because really, who actually does procs for the money? At any rate, 40 consumer robotics in Odia are worth far more on the black market than whatever irrelevant amount of credits the mission gave me. I normally pay in the area of 1.2M for 40 robots. Fortunately, the 40 I wasted had just been stolen from an NPC moth I happened to cross, so I didn't feel as annoyed at myself as I could have :)

But this can really be applied to anything that uses the "deliver N goods" objective, especially manufacturing missions. Obviously it would need to be considered on a mission-by-mission basis, because sometimes it might not make sense to allow the goods to be returned (like when the mission provided the item). But manufacturing missions in particular pose a clear case where it makes perfect sense to implement it. (Assuming the devs don't want to make a dedicated manufacturing system in the near future.)
May 02, 2012 drazed link
Learn from your mistakes, don't ask others to let you undo them. Little cry-baby traders get no respect! Abort a mission? I wouldn't give back your goods either, finish the job and you get paid!

This is contract work, I do not think you should be paid or re-imbersed if you abort the contract before completion.

Why isn't lector here making fun of you yet?!? >.>
May 02, 2012 Dr. Lecter link
I have you to handle the more menial insults, drazed. I mean, you seriously expect me to read a thread about whether traders get something for something after a mission abort/fail? Ha.
May 02, 2012 Death Fluffy link
-1 for procs

0 for manufacturing. If I'm manufacturing, which is very rare, I stock up on everything I need before starting. I would say fix bugs that abort the mission that don't involve the player choosing not to continue. After all, they can always sell the finished product (exempting ships).
May 02, 2012 Pizzasgood link
Fluffy, if you are always prepared, that's fine and dandy, but people make mistakes. Even if they don't, people like me enjoy flying around and disrupting plans by e.g. stealing critical items.

You can just say "Don't screw up" and ignore the problem, but IMO this is a rough edge in the game that should be fixed. When it comes to things like crafting where 30 million credits worth of goods could be at stake, things should be more robust.