Chesterfield Taft wrote:
At the moment, we won't be changing how many missions a player can take. So far, I don't have a clear image of how to convey that clearly (you can take 5 missions, at most 3 combat missions, and cargo missions also eat up those combat slots *head explode*) without a goodly amount of client work.
Have five bars as 'empty' mission indicators. Two are marked as "Cargo Only", the remaining three are marked as "Cargo/Combat". Just a thought.
Chesterfield Taft wrote:
However, we understand that players are having trouble utilizing their cargo bays as best they can, and thus turn to resets and the like to get the best possible results.
Let me say right now, that we are not entirely opposed to the idea of resetting missions. However, if players need to reset some 3x times just to feel competitive, that's too much.
It's not a case of having to reset to feel competitive, at least in my experience, it's a case of having to reset to
be competitive, period.
Chesterfield Taft wrote:
So here's what we're currently thinking of doing.
More higher cargo missions to provide the Kingfishers (and to a lesser extent the Spectre) with more options to fill their hold.
Also, each mission giver will offer more missions. Right now we're thinking of around 8. This way, we want to increase the chance of players getting an assortment of missions that they can work with to fill up their hold and move on.
I like it. It should buff the cargo runners without harming combat runners. In fact it's win/win really, everyone has better chances of getting more favourable mission selections.
Chesterfield Taft wrote:
Also, in the interest of speeding development on this, we're going to open up the numbers to you all. This page gives most of the information for each mission (with proposed changes being highlit in yellow).
http://spreadsheets.google.com/pub?key= ... utput=html
Hrm. There are two proposals I'd like to bounce around here;
2 more cargo at CS8 for the KF, for a total of 475. I could have taken a whale and 2 other missions, but I was blocked off by only having 473 cargo - 2 short of the requirement. Non-round cargo numbers are an impediment to playing Tetris with your missions, and it sucks to be cut off from a mission because you were 2 crates short.*
Ingers will know what I mean by that, back when they had only 149 at CS8. Maybe even round off the Spectre's and Inger's holds to the nearest 5 as well.
Also, drop the Whales down to 375 at the very least, though this isn't such an issue if the KF does that 2-crate boost.
*Alternately, make it so you
can toss out ammo like the "Not enough cargo" dialog suggests.

1000 ammo tossed = 1 cargo space. Allow people to sell ammo back to the mole at the same rate as buying ammo.