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Post by Alex Fury on Feb 8, 2017 17:06:27 GMT -5
Had a delivery/escort mission. 'we successfully passed a Explorer + Wisdom test (btw, 'an' in this case) 'you made swift work of locating the hidden stash in the wilderness' . . . . . . . 11 weeks have passed. Yowch... 11 weeks is 'swift'?
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Post by fallen on Feb 8, 2017 17:21:50 GMT -5
Had a delivery/escort mission. 'we successfully passed a Explorer + Wisdom test (btw, 'an' in this case) 'you made swift work of locating the hidden stash in the wilderness' . . . . . . . 11 weeks have passed. Yowch... 11 weeks is 'swift'? Thanks for the feedback. We'll try to be more careful with the language we use to describe the results to avoid timing.
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Post by Alex Fury on Feb 8, 2017 17:32:40 GMT -5
Not sure how the timing works for things now. With so many other 'debug' text in place already, perhaps something to view that? If a final-step delivery could be from 6-18 weeks... , then a 'successful' test might bring it closer to 6? etc.. Hard to get a feel for how long things should really take. sometimes it seems like it's a lot higher than I might think. After-all. If you're doing a delivery for the last step, and you're told where it is (or in this case, escorting someone somewhere where they likely know they need to go), that it would be a bit more minimal rather than one where you have to, say, hunt a person down who might be trying not to be caught.
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Post by Cory Trese on Feb 8, 2017 17:47:05 GMT -5
Thanks for the feedback! We will keep working on this text system.
We don't want to remove it, since it is something people asked for in ST RPG.
Thanks!
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Post by johndramey on Feb 10, 2017 1:16:41 GMT -5
This is slightly related, but I got one of those multi-stop diplomat escort missions and each stop took a ton of time. So much so that the amount of time the mission was supposed to be completed in was totally impossible, even disregarding travel time.
It might be worth taking a look at the time limits for contracts in general and expanding them a bit. As it is, trying to complete some of them in time is very tough or impossible.
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Post by xdesperado on Feb 10, 2017 1:39:05 GMT -5
This is slightly related, but I got one of those multi-stop diplomat escort missions and each stop took a ton of time. So much so that the amount of time the mission was supposed to be completed in was totally impossible, even disregarding travel time. It might be worth taking a look at the time limits for contracts in general and expanding them a bit. As it is, trying to complete some of them in time is very tough or impossible. Think a reasonable solution if the code allows at this point is to have a time limit assigned to each stage of a multi step mission. Biggest issue would be figuring impact on the missions of that sort that have deferred payment instead of paying for each stage as they get completed.
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Post by fallen on Feb 10, 2017 2:02:50 GMT -5
This is slightly related, but I got one of those multi-stop diplomat escort missions and each stop took a ton of time. So much so that the amount of time the mission was supposed to be completed in was totally impossible, even disregarding travel time. It might be worth taking a look at the time limits for contracts in general and expanding them a bit. As it is, trying to complete some of them in time is very tough or impossible. Were you choosing to join the Negotiator at the table? That has a chance to blow the timeline out. Missions do not expire. If you are late, your pay is reduced.
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Post by johndramey on Feb 10, 2017 2:21:26 GMT -5
Were you choosing to join the Negotiator at the table? That has a chance to blow the timeline out. Missions do not expire. If you are late, your pay is reduced. Yes, actually. I figured my 20+ negotiate and 28 Charisma would help . I remember each stop taking something like 10 weeks, haha. Next time I won't do that. Each stop still netter me something like $10k, though!
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Post by Alex Fury on Feb 10, 2017 10:50:25 GMT -5
I do have to agree here. The multi-stop ones quickly get 'overdue'. And honestly, since the pay raise is only 25 (unless that's supposed to be 25% ) I never do the the 'join the negotiations'.
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Post by fallen on Feb 10, 2017 11:50:18 GMT -5
I do have to agree here. The multi-stop ones quickly get 'overdue'. And honestly, since the pay raise is only 25 (unless that's supposed to be 25% ) I never do the the 'join the negotiations'. Fixed the typo, it is 25%.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Feb 10, 2017 15:52:56 GMT -5
I had the same issue as well. My sole contact offered me 3 different Return Trip missions, each with 5-7 jumps. I think the time limit was something like 25 weeks? It was my first time doing a mission with more than 1 jump, so I had no idea how reasonable this was (or NOT). I ended up being 30-40 weeks late, LOL~ Luckily I still got enough pay to cover my repairs/healing. With the sheer distance, refueling and repair stops are a necessity, and so is trading to cover the cost. Even now when trading doesn't take time, I was already way overdue. The formula really needs some adjustment.
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Post by fallen on Feb 10, 2017 17:14:14 GMT -5
Lol, found this one ... a typo changed 10 Turns for a "long delay" into 101 Turns for a long delay.
That's a magnitude too high!
Fixed for next.
Still working on getting the mission step duration to take distance into account properly
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Post by Brutus Aurelius on Feb 10, 2017 17:46:51 GMT -5
Lol, found this one ... a typo changed 10 Turns for a "long delay" into 101 Turns for a long delay. That's a magnitude too high! Fixed for next. Still working on getting the mission step duration to take distance into account properly So that's why helping diplomats would lose us 10 weeks of time.
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Post by fallen on Feb 10, 2017 22:54:41 GMT -5
Yes, now fixed for next!
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