|
Post by khhawkes on Jan 23, 2012 22:35:01 GMT -5
Maybe you could put in when you are done with a contract on a world it does not boot you back into orbit?
|
|
blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
|
Post by blackgauntlet on Jan 23, 2012 23:22:52 GMT -5
Ah... Cory said it's how the game engine works. Can't be helped.
|
|
|
Post by slayernz on Jan 23, 2012 23:36:20 GMT -5
Hee hee ... this is something that has been mentioned many times. Unfortunately it is part of the game balancing and due to legacy coding whereby all contracts were deemed "ship to ship", even if no ship was involved. This resulted in you being back in orbit at the end of each contract because that is where you would find ships. So the back story would be that although you had a delivery mission that was at a specific location (eg Spice Hall), that location is just where you meet the contact, not where the transaction takes place. To be nice and safe, you get back into orbit to complete the transfer, ensuring nobody can do a swift interdiction. At one stage, Cory was looking into missions that occurred in low-orbit, or didn't result in you leaving the location you were in, but other changes were no doubt of higher priority and now it's probably too late
|
|
shallowthought
Exemplar
[ Patreon & Star Traders 2 Supporter ]
Posts: 382
|
Post by shallowthought on Jan 23, 2012 23:38:45 GMT -5
This would be nice, but if it's going to take hours to code I'd say don't bother, I'm sure there are more important improvements that could be made.
|
|