
JesterWiLD
State Protectorate
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Posted - 2008.06.16 06:15:00 -
[1]
I know that basically none of what I suggest is going to be listened to greyscale but ill put it out there none the less..
Problem: 1: Faction warfare missions are unlike any other missions CCP has introduced in the game before 2: FW missions dont have a set dynamic for standing increase 3: Faction Lp stores offer the same equipment as regular high sec navy missions 4: FW missions can be warped to by anyone, and seen by everyone 5: As you stated, Mission payout dynamics are based off of completed missions only
Result: The result of these seemingly and individually small problems comes out to one factor. Faction warfare missions will maintain a low dynamic payout and not entice players to attempt them. The reason for this is simple. After Several attempts at missions on the live server I have completed only 2. One level 4 and one level 2. The reason for this was that moving a ship through enemy space is far to dangerous for the payout of the mission. Therefore prompting me to end the mission rather than complete it. And as you stated because I did not complete the mission that trip does not factor into the dynamic to adjust the pay scale. And I'm positive this has happened to other players as well.
Scenario 1: While attempting to reach the level 2 mission I was poped. I grabbed a new ship, and was popped again, finally I purchased a ship 1 jump from my mission and completed it. Sadly None of this will factor into the dynamic.
Scenario 2: Running a level 2 I make it the whole way to my destination and sit around and cap a few other cps then complete the mission. According to the way you described the dynamic, to eve those missions were the same, if completed in the same time frame.
As you can see this will throw off the factoring of mission payouts substantially... Especially for lvl 4 missions where a ship that could run the plex cost would be quite substantial.
In addition to these problems with the dynamic you have 3 last factors. One being the fact that the standing increase is pathetic compared to the ease in defending a contested system. When I completed my level 4 it gave me a standing increase equal to half of securing ONE minor compound. Thats almost a quarter of what defending a compound would be. Add to this the lack of anything worth while in the Lp store for the militias. ( yes I know this will change one day). But for right now it just adds to the problem of not many people taking missions and even fewer completing them. And lastly but by no means least. The randomness of systems you run missions in needs to be addressed. You can use the same agent multiple times and get sent to a different region every time. This makes for random victory points in random systems, which for those running missions to help their militia capture an enemy system sucks.
FIX: I would suggest several things as a temporary fix to these problems( not that you'll listen but  )
A) Cut the cost of items In the lp store by 10% or 20% for the time being. After all it is the militia they would be trying to give pilots fighting for their side the best equipment. At least until new items are added.
B) Have designated zones that each agent gives missions in. Do not restrict it to systems of course but at least restrict it to a specific constellation. Ie. if i go to agent "X" that has -18 quality I know I'm going to be doing missions in this star cluster. However If I do missions for agent "A" with 20 quality I'll be doing missions in this other constellation. (Quality should effect the range of systems the agent sends you)
C) This is the easiest. Increase the standing gain to a realistic level, seeing as how missions are viewable just like cps.
D) (also very easy) Increase the pay manually for now. Increase the pay to what all the other level 4 missions are, why is that so hard? Theeeeeen let the dynamics take over. Why must the dynamic start of with missions paying the same for all 5 tiers its silly 
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