Missions Guide

Non-Unique Missions
These missions can usually appear any time at any trading station, and can be assigned by more than one corporation. Additionally, they are generally available at all grade levels. Unlike the Unique missions, Non-Unique missions are repeatable (can show up again) and can be cancelled when you are at least 500m away from the destination.

Their general difficulty scales up with the player's license. The higher the grade, the more challenges they will generally face such as lengthened timers in assaults and opponents with higher-grade blocks.

Generally, should the player encounter a hostile Tech that is armed with explosive bolts, they will be instantly activated, and should it split onto multiple techs, only the main tech that they split from must be destroyed to complete the relevant mission.

All Mission-spawned enemies are allied to each other, but hostile to the player, the player's allies, and any other enemy tech. This can be exploited by baiting a random spawn into fighting a tech that the player cannot tackle directly.

Unique missions or Story Missions are not listed here.

Races (Venture)
These missions have multiple variations including different tracks and general requirements to the player's Tech. In general, these have time limits, and are failed if they either run out of time or stray too far away from the track (this includes the player's tech being destroyed and respawning). Tracks are often generated on the spot and removed upon mission completion.


 * Time Trial - These missions simply require the player to follow the designated course by passing through checkpoints and finishing the race on-time.


 * Drag Race - The track is consistently in a straight line and the given amount of time is very limited. There is only one checkpoint at the end of the track.


 * Ramp to Platform - A variation of drag races. The player needs to accelerate off a ramp and land the checkpoint located atop of a higher platform with very little time given.
 * Pipe Slalom - Generally similar to a drag race. It provides a ramp at the beginning and the track has many gaps. The time limit is not generous, though passing through each checkpoint grants a few more seconds.

Crate Inspection (All)
The variants of the names include: Special Delivery, You're a WINNER!!!, Lost Payload, Dead Drop

A crate appears at a specified location, and the mission's provider asks the player to check it. There are a few variations:


 * No enemies spawn and the crate opens on approach.
 * The crate does not open and the mission provider sends a message to the player "Huh? What's what noise?". 3-4 enemy Techs will then spawn nearby and they must be defeated before the crate can be opened. Upon destroying all of them, the provider will say "All Clear, enemy ambushers destroyed, now let's' get that crate opened".
 * This does not seem to occur to missions assigned by Better Future.
 * The mission contains a time limit, and a crate will be air-dropped within a random spot on the indicated area. The location is initially hidden from the player's radar, forcing them to find it within the time limit. Failing that, an enemy tech will spawn and must be defeated to progress the mission, after which the crate's location will be revealed and can be opened. If the crate was opened on-time, the enemy tech will not spawn at all.

Capture Base (GSO, Better Future)
The variants for the names include: Capture Enemy Base,

A base with several other techs will appear at a specified location. The mission's goal is to capture the base, which in this case, the player must destroy all enemy techs spawned as a part of that mission, excluding the base.


 * Destroying the base will fail the mission immediately without any reward given.
 * The base will become allied to the player after all objectives are met.

It's possible to get some advanced blocks (high-level weapons, crafting stations) through early completion of this mission type. However, the basses can be quite challenging by themselves, and enemies tend to get stuck inside bases, damaging them.

Offensive Holdout (GSO, GeoCorp, Hawkeye)
The variants for the names include: Defeat Enemy Waves,

During this mission, the player's goal is to defeat all the enemy techs.


 * Initially there will be only one tech. Destroying it will trigger the next wave to spawn, and destroying the second wave will lead to a third wave. This will continue for around five times at most before the mission ends with the destruction of the last tech.
 * Each successive wave spawns one additional tech for up to a total of 5 techs.

Tech Gang (All)
The variants for the names include: We've Got Hostiles

Similar to offensive holdout, the game requires the player to fight several enemies.


 * There is only one wave of 3-5 opponents. The quantity scales with player's license.

Defensive Holdout (GSO, GeoCorp, Venture, Hawkeye)
The variants for the names include: Hunting Party

A neutral tech will spawn at a specified location. Once entering it's area, a timer will start to count down as enemies gradually spawn. The goal is to survive the attack until it ends, which lasts for a maximum of two minutes in most cases. The time scales up as the player's license upgrades.


 * The neutral tech will neither attack nor defend, and cannot be damaged without explosive bolts. If it is destroyed, the mission fails, though this almost never happens as enemy techs don't engage it.
 * Enemy techs will only attack the player, rather than the neutral tech.
 * Going too far from the tech will also turn it hostile and fail the mission. This includes the player's tech being destroyed and re-spawning out of that area. However, flying upwards will not cause the mission to fail.
 * The neutral tech can be moved, if one has a tech capable of so. Moving the tech will change the mission area, as it's fixed to that tech, not to the terrain. This can be exploited by pushing it continuously, therefore easily avoiding all enemies. However, this is only possible in the Salt Flats, and only with a tech that has sufficient power. The player can also push the enemies to a powerful allied tech/invader and let them do the dirty work.
 * The neutral tech becomes allied to the player after the mission is completed. It's AI will be set to idle, just like when the player deploys an AI Control Block.
 * As the enemies do not need to be necessarily defeated and do not despawn, when the mission ends they can and may attack the allied tech, destroying it in some cases.

Runner (GSO, Venture, Better Future)
Given a time limit of usually around one minute, the objective is to destroy a single, fast-moving tech.


 * The mission is failed if the tech is not destroyed within the time limit, or it gets too far away from the player, and despawns.
 * Due to a bug, the enemy tech in that mission might not move at all, significantly reducing the mission's difficulty.

Trivia

 * In combat missions, it is possible for the associated enemies to spawn but unable to be targeted by the player (stuck below game terrain, etc). If the enemies must be eliminated to pass the mission, the objective cannot be completed and must be deliberately failed/cancelled.
 * All mission techs land via a payload bombshell and will then be subject to the game's regular physics upon landing. This can be seen in a distance and the same applies for crates.
 * Missions are the only ways for the player to encounter neutral techs other than the GSO Trading Station.
 * Some neutral techs that spawn in missions such as Sergeant Smash can't be damaged by all means avaliable. The trading station is likewise invincible, despite being avaliable without active missions.