There is no msg displayed at the time, since you are on a base when you select (or try to select) a mission. The reason for the failure isn't accessible until you launch into space - and use pgup to get the old msgs.
It's easy to tell, though; if the mission fails due to lack of space, 'current missions' continues to read as zero.
Faction is extremely easy to influence, however - far more so than the original, at least as I remember it.
I'm having a hard time keeping the hunters as enemies. I can insult and kill two dozen of them, have my stat at minus 100, but as soon as I kill a couple of kilrathis or pirates they are friends again... grrr... (I need them to be enemies, otherwise I have little hope of passing the book collection escort mission for oxford). I can avoid killing kilrathis and pirates on the way to oxford; the problem is that the nav points in oxford are full of them and if I don't kill them they follow me to the planet, and wait for me to start the mission, then follow me to my meeting the cargo ship. Or am I just getting paranoid?
This is a balancing bug, by the way --namely, that killing a kilrathy does more for my friendship with the hunters, than killing a hunter takes away from it. The hunters aren't "enemies" of the kilrathi (or of the pirates, for that matter), they are supposedly
detached... "only kill for a fee". If this friendship phenomenon happens with the confeds, that's more understandable.
EDIT:
I'm thinking, confeds should be most impressed by one's killing kilrathis and pirates.
I'm thinking, merchants and militias should be most impressed by one's killing pirates, and retros.
I'm thinking, hunters shouldn't be very impressionable one way or another.
But then again, I don't know exactly how it worked out in the original.
But one thing's for sure, it should take killing 10 kilrathis to make up for killing a confed, and so on.
SECOND EDIT:
I keep thinking: Maybe hunters should only understand *money*. Though this would be a departure from the original game, perhaps it would be very fitting that after the palan missions, for example, hunters become enemies; and that there's no way to "sweet talk" or impress them back to friendship, but, instead, that when visiting the mercenaries guild, one gets a stern speech, and asked for a large sum, say 100,000 credits, for them to "forget the past".
By the way, in the original game, during the palan missions, hunters keep respawning. So, the last time I played the game, years ago, I kept killing the respawns for fun, and I only quit after about 300 or so of them. After that, the confeds and militias were my enemies as well. I'm not sure why that was, but I thought it didn't make much sense.