
Saeth Thara
Royal Amarr Institute Amarr Empire
0
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Posted - 2014.01.23 12:30:00 -
[1] - Quote
On the whole I feel that people scanning you down in a mission isn't an issue on the whole, however some missions like this one could probably benefit from a redesign to try and make the risk/reward/effort of the involved parties somewhat fairer.
The mission in question doesn't offer a great deal of opportunity for the mission runner to attack or delay a looter GÇô the mission has 5 pockets and you land on the gate for all the acceleration gates, so the only time you have to travel is in the last pocket to grab the item, so the last pocket is the only time your likely to have a chance to engage the looter and even then its only a very limited window you have.
Increasing the time that it takes the looter to leave the pocket after grabbing the item could help even things up, be it by making it take longer to get the by maybe making it so the wreck needs to be hacked/salvaged before you can get the item or something similar, or making it longer to warp off by adding an environmental damage style effect that prevents warping for X seconds for anyone in the pocket. Alternatively they could place a field like the one they are putting on the ESS. This would prevent the mission runner leaving straight away as well meaning a looter could shoot them if they felt the mission item is worth the risk.
Alternatively the mission could be changed to respawn at DT. The mission item would inevitably become less valuable as it would be easier to replace, but as its a one off mission that you cant repeat it would still have a reasonable value, especially if the looter has spent a lot of time working on a system to steal the item and was therefore quite good at it.
Looking at unique missions in a wider sense a key system could maybe be put in place for some of them GÇô similar to what they did in the Gallente arc with the carry on token. Add an optional smaller mission where you can get a key to bypass a section of the mission through a locked gate, while leaving another gate open to anyone. This would mean that it would still be possible to get to the item before the mission runner if the looter is willing to commit enough resources to it.
Making the item unique to person who accepts the mission could also help. The item becomes more valuable to 'owner' as they cant buy a replacement from someone else, but also means the looter has to work harder to make isk from stealing it as they have ton convince the owner to buy it back from them. Going back to the idea of keeping the looter on site longer the item could be in a container that only they could loot, but that the looter could destroy. This was the looter has to hang around if they want to convince the mission runner to pay them GÇô increasing the opportunity for the mission runner to get backup/decide what to do.
Anyway this is just me 2 cents and most of these ideas are probably terrible, but you never know I may come up with a good one someday... |