Forums » Suggestions
Time On Cargo Missions
Okay, many pilots have expressed serious dissatisfaction with the timing on the missions. Some include traveling
s6-s12-s6 in 8:00
s13-s12 in 1:00
s11-s12 in 2:00
Now, obviously, these might be feasible with a serious battery and engine figure. But they arent currently possible with the engines and batteries currently available to us when given these missions.
So we sacrifice the mission's bonus. Or we abort the mission and land to get one that works better and get faction penalized for it.
I propose time be based on license level. Thus a lvl 0 license holder gets 6-7 minutes to travel between s13-s12 or so. This is actual clocking I've done in a bus. Not engageing and using boost with battery charged to 1/2 or 2/2 power my top time was 5:35:45 (5 minutes, 35 seconds, 45 hundreths)
This is 550% the alloted time for a one jump run. And it's the best I could do. A Light engine is even LESS efficent clocking in at 6:24:21 on a Wraith with a Free Battery (not yet earned Light Battery)
Bus Tests: 16 (both ways(s12-s13 and s13-s12). Same distance)
Light/Free: 12 (both ways. Same distance)
All tests were uniterrupted (no combat or anything that resembles real-world varables in time)
I feel that increasing the time limit on missions should be a high priority since currently the only way to improve our combat craft are to trade so that we can eventually purchase the engines and batteries we need for them.
s6-s12-s6 in 8:00
s13-s12 in 1:00
s11-s12 in 2:00
Now, obviously, these might be feasible with a serious battery and engine figure. But they arent currently possible with the engines and batteries currently available to us when given these missions.
So we sacrifice the mission's bonus. Or we abort the mission and land to get one that works better and get faction penalized for it.
I propose time be based on license level. Thus a lvl 0 license holder gets 6-7 minutes to travel between s13-s12 or so. This is actual clocking I've done in a bus. Not engageing and using boost with battery charged to 1/2 or 2/2 power my top time was 5:35:45 (5 minutes, 35 seconds, 45 hundreths)
This is 550% the alloted time for a one jump run. And it's the best I could do. A Light engine is even LESS efficent clocking in at 6:24:21 on a Wraith with a Free Battery (not yet earned Light Battery)
Bus Tests: 16 (both ways(s12-s13 and s13-s12). Same distance)
Light/Free: 12 (both ways. Same distance)
All tests were uniterrupted (no combat or anything that resembles real-world varables in time)
I feel that increasing the time limit on missions should be a high priority since currently the only way to improve our combat craft are to trade so that we can eventually purchase the engines and batteries we need for them.
the missions will be fixed. the times were actualy chosen at random
No, the times aren't chosen randomly. They're picked from a very rough table of how far away every sector is from every other.
There are 17 dockable stations in the game... which means 272 possible combinations of starting/ending locations. There's no real easy way of figuring out how long it's "supposed" to take to get from each one to another.
That said... I increased the amount of time you're given to get between sectors. (there was a bug.) And peole at higher levels DO have less time than those at lower levels. Yes, not every transit is possible in the time given. It'll be fixed eventually.
There are 17 dockable stations in the game... which means 272 possible combinations of starting/ending locations. There's no real easy way of figuring out how long it's "supposed" to take to get from each one to another.
That said... I increased the amount of time you're given to get between sectors. (there was a bug.) And peole at higher levels DO have less time than those at lower levels. Yes, not every transit is possible in the time given. It'll be fixed eventually.
Don't people with long load times get screwed over? Or does it only start counting when your ship is physically in the sector? 'Cause otherwise... bye bye bonus for slow loaders!
the bonus sucks anyway, its not even 300 credits most of the time. And as far as i can tell theres no xp bonus involved (yet, vlad, xp bonus please even 25 commerce points would be nice, or a higher reputation increase on success)
I got a bonus once and it told me "Neutral Standing Increased Significantly" and it gave me 100 extra commerce xp.
damn you waylon you keep changing your story on how the mission times were made up >.<
I think that time bonuses need to be improved.. now 100c for really fast run is very little.
Mabye sth like this:
You have a run from s1 to s3 (very popular for me) for wchich you should recive 300xp and 3000c and you got such times:
6min: x2 (600xp, 6000c)
7min: x1.5 (450xp, 4500c)
8min: x1.25 (375xp, 3750c)
more: x1.0 (300xp, 3000c) ?
Mabye sth like this:
You have a run from s1 to s3 (very popular for me) for wchich you should recive 300xp and 3000c and you got such times:
6min: x2 (600xp, 6000c)
7min: x1.5 (450xp, 4500c)
8min: x1.25 (375xp, 3750c)
more: x1.0 (300xp, 3000c) ?