Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Pi Canis Sorties
01-05-2011, 12:50 PM
Specifically, Pi Canis Sortie Bravo and the bonus objectives for the 'path of the warrior' daily. I hate those bloody freighters in Transport Raid and Eriksson. It's not that they're tough to stop, or that the strategy for stopping all of them before they escape isn't simple. The problem is that bloody mission control forgets to scan the cargo of the things before they decide I missed something!

I can, about half of the time, complete the mission in time. But the other half of the time I've looted freighters A,B, and C. I'm about to hit D to get the bonus objective, when lo and behold, freighter A leaves. OK, fine, I can live with that, after all I already looted it.

"Too many of the freighters have escaped, captain." My tactical BO informs me. I stop freighter D, loot the cargo, and get to stare with complete hatred at my objectives box:

"Optional: Loot freighters 4/4 (FAILED)"

Keep in mind that emphasis isn't mine for once, that's how it appears. So I have all the cargo I need to complete the mission, but because an empty freighter escapes the mission seems to assume it has mission-critical junk left on it and I fail anyway. The way I see it, there are three solutions to this listed in what seems to me to be the most difficult to the most simple, but I've little to no programming experience so I might be wrong on that.

1. Make looted freighters different objects from unlooted ones, so that they don't read as escaping cargo. This could be the most difficult if it means writing up a new object, or fairly easy if you can just use whatever switch you hit that makes it so I can't loot the same ship over and over again to also mean it won't trigger the failed objective.

2. Rewrite the trigger so that it doesn't fail you until all freighters have left or been destroyed. By that time, either you've completed the objective and it can't be failed or you've well and truly lost it.

3. Remove the trigger entirely: Freighters still escape, but there's no way to 'officially' fail the bonus objective. You just can't complete it if the right freighters escape.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-06-2011, 05:26 AM
Thats why I destroy the freighter once I have looted it, that and playing with someone who is 39 levels above you helps.

But you are right, it is annyoing to "fail" the mission right as you complete it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-06-2011, 08:08 AM
When you're at the level cap, there's not much you can do but team up with others. Still, I agree with the original post -- the objectives tracking is broken. We should not be REQUIRED to kill the freighters, only loot them. If some get away empty, so what? Killing them wasn't the purpose of the mission.

I'd also like to see the nav beacons for warp-out pushed out a little farther. Either that or weaken the shields, hull, and/or speed of the freighters, because they are getting away too easily. Oh yeah, and I'm only playing on Normal difficulty setting. I can't imagine completing those two missions at a tougher setting that wouldn't allow me to just ignore the escorts/reinforcements at times.

I like that the missions aren't slam-dunk easy, but the optional objectives need to be a little bit more reasonable for a solo player to complete. Eriksson in particular seems designed to force you to team up, since the last freighters split up and fly in different directions. Really, moving the nav beacons farther away would be the easiest fix, in addition to correcting the objective tracking on looted/escaped/destroyed. Then the mission can go longer and still be tough rather than near-impossible without just the right ship and setup or a team.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-06-2011, 09:01 PM
It's a bug. Freighters that get away count double toward failure or something like that. There's a big long thread on it elsewhere in the forums. Gozer has fixes in, they just haven't made it to live yet.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-06-2011, 11:05 PM
Quote:
Originally Posted by Axterix
It's a bug. Freighters that get away count double toward failure or something like that. There's a big long thread on it elsewhere in the forums. Gozer has fixes in, they just haven't made it to live yet.
Brilliant, thanks for the info mate.
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