Re: New patch on 2012-08-22
didn't targets flag on module activation already (like you get pvp flag instantly)?
i mean, for solo pve farming that change makes missiles as anoying as lasers with the forced module deactivation upon primary target lost (aka it got killed). With the slow missiles it was possible to switch targets while the finishing salvo was mid air, and the shutdown would not happen.
brings me back to the topic why that forced module deactivation is ingame at all, it makes no sense for any gameplay situation...
but really, IMHO, missile now fly to fast. the launch GFX doesn't fit anymore.
That aside, i got some questions regarding the transports:
what happens if the package is still in transit, but the deadline is reached?
will the package be returned to the starting terminal when the agent docks anywhere and the colateral is paid back 100%, (like when mission is canceld by contractor) or
the packaged item is "dead" and the collateral is paid out automatically, like it was destroyed, or
something else?
does the container have a different chance to be dropped into the loot-container then regular items?
in case the transporting agent got shot down by NPC, would he be able to salvage the package and continute the assignment? (aka 100% chance to drop into loot)
PvP: someone shoots the transporter down and then can ask for a release fee (since noone else could take in the mission, and as soon as the crate is in a terminal, the contractor could cancel it to recieve get it back)
Whining - It's amazing how fast your trivial concerns will disappear