Well, it's supposed to, but there is a bit of RNG in play. First, it doesn't add the cargo to every possible ship. That's the RNG I have control over. But then you have the RNG in play that decides what cargo will be ejected if the NPC pilot decides to try and buy you off. And if they decide to fight you and are destroyed, there's the RNG in play in spawning the remaining cargo containers. These last two scenarios are part of the core game.Bogatyr wrote: ↑Fri Jun 25, 2021 11:52 am'm also wondering about targeted cargo pirate missions -- does the OXP increase the likelihood of seeing cargo containers of the mission type? I got a mission for alien items, which I took thinking the mission would make more of them drop (normally you never see alien items canisters), and I didn't notice any after quite a bit of pirating in the target system.
If you want to see what is going on in the first bit, you can turn on debug messages by going to the Library F4 screen, to the "Debug Options" for "GalCop Missions", and change the setting to "true". Then, jump into the target destination system, and then check the latest.log file. You should see messages like:
Code: Select all
adding 2t alien_items to [ship]
I wouldn't leave the debug flag on through. I use the setting while testing missions, and a lot of missions become ridiculously easy with it on.