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Post by grävling on Feb 13, 2017 1:59:08 GMT -5
My new captain is finding it impossible to stock up on local missions. When the local ones took 20 weeks or so, you could potter around discovering your home quadrant and meeting your new contacts and adding a job here and there as the mood took you. Now, one return-ship job, or 2 one way jobs, and those 2 had better not be to opposite ends of your quadrant, either is about all my captain can handle, because they take 6 or 7 weeks. And the planets themselves are futher apart, it seems, not all clustered around a wormhole. This too means that locally we need more time, not a whole lot less. Can you please give us some more time? I really like the thrill of maximising income by trying to cluster my jobs. Turning things into 'get job, do job, only then ask for new job' is very boring.
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Post by fallen on Feb 13, 2017 2:15:44 GMT -5
grävling - confused, this release increased the duration of missions.
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Post by grävling on Feb 13, 2017 2:27:54 GMT -5
I haven't got that far yet, but while it may have increased the job duration for multi-warp missions, for local ones, the time has gone from something-around-21-weeks to something-around-6-weeks.
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Post by beuns on Feb 13, 2017 3:25:14 GMT -5
Same time problem here. On my 3 first missions (all on the same quadrant) the maximum time my contact allowed was 8 weeks.
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Post by Cory Trese on Feb 13, 2017 3:28:46 GMT -5
We will look at it, that's a lot of turns for a local mission.
Great news -- it is calculating it with a rules based system, so if we want we can make some tweaks to the rules to lengthen the duration in a future phase.
Even better news -- Missions don't automatically totally expire like they do in Star Traders RPG. So if you prefer to take on more work than your Contacts want you to, and be a little bit late on some of it ... that's fine!
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Post by grävling on Feb 13, 2017 4:00:37 GMT -5
I am trying to experience something akin to one of the great pleasures of CyberKnights. You have a 4-job computer. You pop on over to Secrets of Steel, and they want you to escort somebody to Copley Square. Great! You think. You then go visit St Patrick's Church in Southie, The Wet Bar and the Black Rose in Old Waterfront, and Faith and Fury in Dorchester, saying 'I'm on my way to Copley Square. Anybody got some /other people who want to go there or near there/mail to deliver/people over there you want murdered/?"
Fun. Not so much fun if just visiting other people to check if you could get extra value for the trip eats too significant a part of your total mission time.
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Post by Kanly on Feb 13, 2017 10:33:58 GMT -5
Yeah I agree with the timing on the early missions. I'm struggling to complete some missions that go completely across the quadrant on time, even with no detours whatsoever. 6 weeks is a bit too short for quadrants this size. 8-10 may be a better goal, especially for newer players trying to get their bearings.
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Post by grävling on Feb 13, 2017 10:48:04 GMT -5
21 weeks may have been too generous, but I think even 10 weeks is too stingy. I am also finding that I have time to do 1 or maybe 2 missions for one contact before he starts asking me to do things 1 or 2 hyperjumps away. Tried this with 3 new captains. This is making the start a lot harder.
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Post by tenbsmith on Feb 13, 2017 10:57:55 GMT -5
It might be nice... 1) For the rules to have a 'generous mode' early in the game. It is really nice to grab multiple missions early on and explore the quadrant all at the same time. This could be scaled back as you went to higher levels of difficulty. 2) To introduce variability in the difference between how long a mission should take and how long you are given. Some missions give you plenty of time, while others don't give you enough.
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Post by grävling on Feb 13, 2017 11:02:02 GMT -5
It might be nice... 2) To introduce variability in the difference between how long a mission should take and how long you are given. Some missions give you plenty of time, while others don't give you enough. I'd like to do this one better, where if you take a mission on the earliest part of its lifetime, it pays X. If you take it when it has been sitting around a while, the clock ticking, it pays X + more as your contact gets more and more desparate for this to get done. Of course, if you get greedy and decide that you won't take a job to wait for its price to go up, you may find it disappear, poof, to simulate some other trader taking it.
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Post by Officer Genious on Feb 13, 2017 11:16:17 GMT -5
21 weeks may have been too generous, but I think even 10 weeks is too stingy. I am also finding that I have time to do 1 or maybe 2 missions for one contact before he starts asking me to do things 1 or 2 hyperjumps away. Tried this with 3 new captains. This is making the start a lot harder. I've noticed this as well. Generally this isn't such a bad thing except the danger levels of the surrounding zone jumped from 4 to 9 or even 12. The repair and doctor bills far outweighed the money I got and bankrupted a captain. Of course these were all the missions I was offered...
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Post by beuns on Feb 13, 2017 11:28:25 GMT -5
21 weeks may have been too generous, but I think even 10 weeks is too stingy. I am also finding that I have time to do 1 or maybe 2 missions for one contact before he starts asking me to do things 1 or 2 hyperjumps away. Tried this with 3 new captains. This is making the start a lot harder. I've noticed this as well. Generally this isn't such a bad thing except the danger levels of the surrounding zone jumped from 4 to 9 or even 12. The repair and doctor bills far outweighed the money I got and bankrupted a captain. Of course these were all the missions I was offered... I totally agrees on the repair/doctor/fuel bills outweighting the payement. Most of my captains got broke after some time...
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Post by fallen on Feb 13, 2017 12:10:06 GMT -5
Thanks, fixed timing of local missions for next update.
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Post by grävling on Feb 13, 2017 12:12:22 GMT -5
YAY! Thank you.
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Post by Cory Trese on Feb 13, 2017 12:22:21 GMT -5
See, you just had to wait a few hours until the reasonable brother showed up.
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