I think the Cargo Stopper might be a bit OP as a general usage piece of kit. Perhaps it should have an energy cost like the Range Finder? Or a higher cost? It makes cargo scooping kinda trivial.
Hmm. I have a couple of options with this: I could make it so that you have to target 1 cargo pod at a time, and activate it on each one (at the moment it will operate on all cargo that's in the alignment corridor), which would make it a bit more intricate to use, or reducing the corridor itself (currently it's a fairly broad, and operates out to 10k); I could make it have a limited number of uses (like the Comms Relay Beacon Switch device); I could make it's impact on cargo have a limited time frame ie, it will slow down cargo for 5 seconds, or it will reduce cargo total speed by 20% for each activation; or I could make it so it only works on cargo you've ejected yourself (although I might have a hard time coming up with an in-game explanation for that one!).
I don't want to increase the cost too much, because the Special Delivery missions are one of the "bread and butter" missions of the pack, and I wanted to make them as accessible as possible, without frustrating the player too much. The standard AI in operation for scooping operations is a bit unpredictable when presented with a bunch of scooping opportunities, and if those opportunities are close together, scooping one item can fling the others far and wide very quickly.
Another thing that seems to be a bit odd is the deadlines on some of the missions.
I think this is an issue with the way the BB presents/removes items, rather than with this mission pack itself. I'll do some tweaking and see if I can get it to be clearer.
Thanks for your help!