There has been a rash of "Dead mission" issues pluaging the game. missions that you need to abandone after the fact because the turn in NPC/location disappears after you leave the sector. I believe I know why and how/why it should be fixed.
From what I can gather "Bars" and "Security offices" only spawn on a give station if there is a requisite mission for that Bar or Security office ONLY IF you are in the same sector and only if you get the mission and only remain if 1 of 2 things happen.
1. Stay in the sector
2. Turn in the illicit goods mission right then and there before leaving the sector.
I've surmized that the reason for this is that "Security offices" and "bars" only spawn as needed and individually spawn as needed per mission. There is no single "Security office" or "bar" per-station that things happen in. These offices/rooms seem to be ephemeiral.
I happened upon a situation that revealed this to me.
I got both a "First impressions" mission and an illicit cargo mission at the same time at the same station.
https://i.imgur.com/3jY9ntE.jpg
What ended up happening is that it spawned two separate bars that were their own instance - Visiting either one was unique.
After I left the sector and returned the "first impressions" bar disappeared. Thankfully the illicit goods unlock remained.
You can also observe this phenomenon with the research lab. Each time you re-enter the sector there is a chance that its location at your player HQ actually changes denotes by the background window changing position (sometimes overlooking the dock, sometimes it's a view seemingly from the center asteroid.).
The "rooms" on stations aren't permanent except in special cases.
This has locked players out of being able to do some missions - chiefly the security type missions for pirate/illegal coms as well as for a player's own prep.
There are some permanent security offices but they are rare, I think only on representative stations (The argon rep in my game has a security office that is always there.)
Engineering rooms seem to be ever-present. I am guessing this is done to keep save game bloat down? -
Possible solutions.
1. Create a terminal in the Engineering room that "unlocks" the security wing (and tie any need for completion of a mission to that spawn). This can still keep the current "save game size" low while opening up the gameplay that's supposed to be there.
2. Just institute a bar and security office on all stations like there already is for engineering. I don't see how this is a HUGE issue but I might be missing something.
3. Be sure to tag the missions that require the specific room to spawn that room at that station when leaving and re-entering the given sector instead of how it is now.
I've got about 120 hours in the game now and this is what I've observed.
It breaks the majority of "pirate" type missions which tend to always be hacking.
It potentially breaks illicit cargo type missions - I just don't scan leaked data coms until I have a full spread of all illicit proposition items to cover any eventuality.
[1.0 ->1.3] ? "Defenseless" type pirate missions - no security office.
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Re: [1.0 ->1.3] ? "Defenseless" type pirate missions - no security office.
2. This, at least bars should be on all stations, so you also get a chance to hire staff in bars, possibly a bit better then elsewhere.
Also realistically speaking, I am pretty sure people would drink like crazy living in space and bars would be ever present.
Also realistically speaking, I am pretty sure people would drink like crazy living in space and bars would be ever present.