I have to go all the way back to Sol.
I then have to find a security officer (center of starbase)
So I can start a mission to turn in contraband
Still with you.
Then wait for two hours for it to be completed.
Well that seems about.....what a second...What???
I understand a cooldown between missions. However if we are doing all the running around then perhaps this 2 hour wait could go away.
Ok, people are not getting me.
Not commenting it needs to be repeated faster. I mean have the wait be the cooldown, not the progress. The way that goes right now seems odd to me.
It takes time to review several cargo containers to ensure they were actually illegal cargo. The game mechanics might not let you just stick some extra provisions in a box and call it contraband, but that doesn't mean the game world has to assume you didn't.
My whole point is not to do it faster, not even as much to free up the officer quicker.
It is that you look like yo are doing the leg work that is now added to start this doff mission and yet the mission takes the same amount of time.
You send out a shuttle from somewhere in space back to starbase to turn in contraband. Officer returns.
You go to starbase, make an appointment to turn the contraband in at a later date. You return to your ship and return to where you were. Then you send the contraband back to the starbase you just left.
The before version also had a long cooldown time attached after you completed the mission.
I'll trade the long cooldown time for a quick jog to the nearest starbase to do it.
I'm fine with the long cooldown. It isn't like I feel a need to do that mission to death.
My comment has little to do with repeating the mission. Not the going to the starbase. It's a mission I only do when I am there.
It's just that one part that strikes me in a odd way.
Like how some missions have you take people prisoner, yet you have a empty brig.
You have an impulse engine, but no warp drive.
They have special shields that change your hull, but not any hull plating that does.