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PostPosted: Tue Jan 16, 2018 5:07 am 
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
OK, well I think I've nailed down the "Special delivery" missions now. Version 0.2.2 has just been released which includes a pile of bug fixes for these missions. Hopefully now, with these bugs fixed, and with the new "Cargo Stopper" installed, it should be possible to wrangle the delivery ship into collecting all the cargo. It's still worth ejecting the cargo slowly, to prevent some untis from getting flung hither and yon by the wild scooping mentality of the pickup pilot!

Let me know how you get on.

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PostPosted: Tue Jan 16, 2018 8:18 pm 
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Special delivery seems to work better now - as do the comm relay missions. Thanks!

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.

Another thing that seems to be a bit odd is the deadlines on some of the missions. A lot of the cargo recovery missions have times that are a few hours longer than the jump time to the relevant system. They're still marked in green, and have no expiry warning. But in reality, the time required for the mission is 2 x the jump time + any time spent on the mission itself, since you've got to actually return to the originating system to complete the mission.

In general I'm not sure of the value of offering missions that are impossible to complete within the deadline - I think it would probably make sense to just remove these from the BB? For example, right now I have a "Deliver data package" mission showing. It's 1 jump of 41 hours, with a return to originating system for completion (not sure if this has to be before the deadline or not). But the mission expires in 36 hrs. It's marked with a "Close to expiry warning" but in fact it's now impossible even if I don't have to jump back before the deadline.


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PostPosted: Tue Jan 16, 2018 9:59 pm 
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Joined: Tue Jan 21, 2014 10:37 pm
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Quote:
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.

Quote:
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!

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PostPosted: Wed Jan 24, 2018 9:19 am 
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Okay, version 0.2.3 is now in the manager. In this version:
  • Added the Ejection Damper equipment, as an alternative to the Cargo Stopper.
  • Reduced the effective range of the Cargo Stopper to approximately 2km to make it slightly less OP.
  • Added a sound effect for the tractor beam when activated.
I'd be interested in any feedback on these two devices, and whether any further tweaks might be required.

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