Space Haven

Space Haven

DEVS, Isnt it time to adjust the 1 mission per encounter limit?
This is one of the things that makes parts of the game very inefficient and often boring as you can not take more missions even though its apparent that the situation has many in store, e. G. :

1. Partner crew has 7 wounded members, no healing facilities and 3 are in critical condition.
Player can take ONLY ONE, has no clue who is in how critical state. Must finish his task and then wait for new turn to refresh and the partner again to ask for one treatment. Even though player has a medical ward with several doctors on standby.
The Request: allow players to take as many tasks with patients as is required in that situation.

2. Delivery missions, repetitive and many units across galaxy need supplies but you allways can take only 1 per encounter.
Player can allways take only one, low reward supply mission.
The request: if the player ship is built into a hauler and can take on several cargo pods then the game ahould utilise this and the partner could provide several cargo pods for delivery and increase the rewards respectively.


3. Derelict missions
This is not allways this way, but happens often so I dont know what is programmed in game to cause the exclusion of different tasks, the issue:
There are several different tasks that can be done on a derelict and the partner even offers them, but...
The player can take only one and that will make all other tasks disappear! Here the smart player can take some quests in respective order as some tasks can be completed one after another without completely blocking the rest (hint for those who dont understand, dont kill all enemies or dont fully explore and your partner will again give you the other missions, e. G. : notepad retrieval can be done without seizing the derelict, thus still have the derelict liable for other tasks).
The request: simply allow the player to take all missions!

4. Several ships/stations of the same faction can offer several different missions but picking one blocks all other out.
Player needs to check all partners in sector and their rewards before choosing a mission as this will remove missions from other ships/station.
The request: allow player ro take on all missions from all partners.

5. Scout missions
Player can allway pick just one mission and its quite a slow mission to do, that requirea a lot of flying and in many cases the rewards do not compensate the fuell and energy usage. So its just a side mission, not something to do for profit. Still good to do as a sidequest, but one you retur, you immediately get new one. This keeps repeating untill you find a new deep station instalation which will start to provide you with this quest targetzing even deeper parta of the galaxy.
The request: Please allow military bases to offer (and make all pickable at the same time) all scouting missions that are within operation control of that base! So thag we can do several sectors before returning.

6. Securing sectors
This and other sector based mission to be offerres all at once, nit after every single completion and thus requiring a ton of time wastes from going forth and back. Same principles as described under point 5.

There are other missions that suffer the same fate, but I think this is enough of an example of what I would like to be looked into.

Isnt it time to allow us to use our ships and crew to their full calabilities and be more dynamic about it?

Please look into this option. I believe many players would approve the ootion to take on all missions they see, provide wide Hospital ward services. Carry heavy loads of several cargo vessels, engage in warcampaign across several sectors and similar, instead of wasting most of the time returning for a reward and setting out fir a next ONE mission that may as well be in the exactly same area as the l
Previous one....

Thank you
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Those are fine suggestions. My comments to add:

1. Agree 100%. They have multiple missions of the same type but only one at the time per faction can activate. I often need to check on them right after one mission ends to see if they re-issue the same mission but for a new patient.

2. There are missions for delivery for two cargo shuttles. There are rare but they exist. I try to always make my ship with two cargo ports just in case. Also I remember seeing the "unicorn" cargo haul of FOUR cargo containers. My ship wasn't prepared so I never took it. So it's possible or at least it was in the version of about one year ago.

3. That's true. NPC missions offer rewards, sometimes big ones, for silly items, like 1000 credits for one medical item. I could sell them one for half of the price. No need to risk life and limb exploring a derelict full of angry rogue bots :-)
I guess the reward system could use some tweaking.

4. I think this is a design choice to avoid double dipping from the Player about items to retrieve. At least the Androids will offer a bonafide parallel mission for the ship scrapping.

5. I think I had more than one scout star system mission. I'm not sure, but I remember reading someone commenting these missions are scripted and will trigger once a Player completed certain base building missions for Factions within a time frame (after other triggers), and/or travel further into the unknown East of the map. Things are controlled by how far East from the starting sector things are, not so much "North" or "South".

6. I had missions, especially on the Eastern sectors, where I had to secure a sector, and destroy two bases (one pirate and another slaver). And I had the MA support ships flying together. What an armada! At the end they became a liability as my own ship was more than enough to handle these threats, but it was good fun. Now if the game would allow me to repair their ships, that would be great.
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