
Stegnat Gless
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Posted - 2007.03.16 00:01:00 -
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9 things I'd like to see for missions. Some parallel the ideas in the dev blog, and others might address some of the problems.
1) Variation in mission difficulty and in-mission rewards (loot, bounties, mining) by system sec status.
So, if you're new to a mission level you can start off in very high sec with easier versions and lower rewards, then move to lower sec as you improve.
2) Mission offer rate for some missions varies by sec status of the system the agent is in. So, tougher, more 'lucrative' missions are more likely from lower-sec agents.
3) Two-Step missions with locked deadspace. The first step is a mission to recover an encrypted data chip for return to the agent. In the second step the agent has analysed the chip and extracted a password for a deadspace gate (or a shield around a deadspace gate). Anyone with the (randomly generated) password set as their Ship POS Shield password can access the gate and enter the deadspace to undertake the mission. Hence preventing interference once in the second step, but allowing gangs.
4) Multiple entry-point deadspace missions. Basically several gate locations leading to the same deadspace pocket, with different experiences depending upon which you use. (e.g. Warp close to group A, immediate aggro; Warp close to group B, immediate aggro; mid-range, no aggro; long-range) The gate locations could all be revealed by the agent, or just one (randomly?) with the others detectable by probes. Extend to have multiple routes to the main objective - like Worlds Collide.
5) Mission environment state persists over DT. Reduce mission farming opportunities. If a stage is cleared of NPCs, don't respawn the NPCs in that stage after DT. Maintain the size of asteroids in the stage. (May need some alternative if an item needs to be retrieved, but gets accidentally lost)
6) Gang versions of missions If you are in a gang, your agent has an alternative action, "We want something to do..." that gives a mission requiring a gang to complete. This could be implied by tougher NPCs, or explicit, with multiple objectives that have to be completed in different locations simultaneously.
7) Use of Mini-professions in missions (possibly meaning a non-solo mission) e.g. Requiring the use of probes, hacking, salvaging etc.
8) Actively involved friendly NPCs. Friendly NPCs in ships in the mission - e.g. Escort a cargo transport; Respond to a distress call and keep the NPC alive; Get an emissary to his meeting and back (maybe it goes well, maybe badly); The NPC is AI controlled, or could be integrated into the Gang/Fleet system.
9) Wandering Agents. Basically agents who aren't always found at a station, nor at a specific location in space. Specialists in espionage and covert missions, they can be difficult to track down, and move on regularly. They give rewarding missions for those who make the effort, but they may need to be tracked down again to claim the reward. Mixes Exploration and Escalating Paths.
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