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X'Alor
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Posted - 2008.09.02 17:34:00 -
[1]
Edited by: X''Alor on 02/09/2008 17:39:49 prolly get moved/flamed/carebear but whatever.
I started missions and became a die hard mission runner from almost day one of my eve however many years ago. call us carebears or whatever you want, but i been at gate camps in yulia before most of you so called pirates even knew about this game.
most ppl asked "missions, what are those and where do you do them?"
one of the things that made me quit, the fact that CCP tried to move mission runners to unsecure space to do what we do despite not wanting to risk our mission ships. i've lost more ships in missions than pvp( usually to the good old eve lag but still)
we earned our standings to run our missions we should NOT have to risk what we got to do what we do to pvp gankers just to run better mission
You should have lvl 5 mission in secure space. its only fair that all of eve have access to all of eve.
now that rant is over. the real reason for this thread.
have certain missions open up new available missions that otherwise would not be available until you complete certain tasks in a mission or missions aka using a hacking module on something in a mission that opens up new mission to that agent you are doing the mission for.
having more and random bosses for various missions. missions get very monotonous when they are the same over and over. we get used to certain DPS and dmg and once you run it once you can about do it with eyes closed everytime after. Randomize the bosses and and their fleets.
randomize the jump in aggro/no aggro
Have certain mission lines tied to certain random bosses so that they are not available till you get that boss and kill him. again tied to your agent that gave you the mission to begin with.
dont make it so once you get that boss you can go to any agent in that faction and have access to the new mission lines, only to the agent that gave you the initial mission.
one my favorites, CAPTURE HIM ALIVE. you have to go in, get up close and personal to the target, web him, stasis him, shut him down, and suck his cap and to capture him alive you have to keep his cap below say 10% for 5 minutes till he says uncle and ejects himself into his pod which is then capturable to your cargo (500m3) and his ship is left adrift in space. the whole time he has reinforcements coming in waves. even if you complete the waves, not complete till you capture him alive.
part of the bonus to this mission will be to go and steal his ship afterwards. if you can fly it you can take his empty ship after you capture him. if he is in a rare BS then make it a rare mission sequence that is only available after you complete a different task in another mission. say a rare other boss kill.
If someone wants to call themself a missioner, let them earn it. if they can earn it, you CCP should let us try and loose more ships on our own without having to risk pvp to do it.
If someone wants to do PVP missions(militia) then reward them accordingly. If they are willing to take the double risk of doing pvp militia mission, they better be well rewarded for their efforts if they so choose regardless of local.
Ultimately CCP, it does no one no good if you make it and put it someplace where they cant or are not willing to go there to do it.
Opening up militia pvp in secure space, you should also open up Lvl 5 agents in secure space cuz alot of them militia will be open to pvp while in those lvl 5's.
isn't that what your looking for?
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Wicked Spider
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Posted - 2008.09.03 11:43:00 -
[2]
interesting ideas. i like the tied mission idea hope ccp will listen
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Greenbolt
Minmatar Minmatar Ship Construction Services Ushra'Khan
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Posted - 2008.09.03 20:52:00 -
[3]
Love the tied mission idea and more randomness.
But missions are definatly the ugly stepchild of eve devs love to hate.
--------------------------------------------------- Scordite -Who was it that said that flying minmatar is kinda like going down a flight of stairs on an office chair while firing an uzi? |

Rez U'rektion
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Posted - 2008.09.03 21:26:00 -
[4]
I think that I should be able to make tons of money with the only real risk to me being the fact that I might mess up against some NPCs. I don't think it would be fair for the developers to introduce more risk into my ISK factory. I think that I should be able to make ISK and play this game like it's offline, and not let other people mess up my game!
That's just pertaining to the first part of your post.
The rest of the ideas are fine. Have escalating missions, and the keep alive part is interesting too. Having said that, I totally disagree with Level 5s being moved to high sec, level 4s offer enough isk per hour to someone..... If you offer more isk/hour to people with no risk, it drives down EVERYONES isk value.
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X'Alor
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Posted - 2008.09.04 18:44:00 -
[5]
The Lvl 5 is about grouping. there is no one person that can solo a lvl 5.
and it does not mean more ISK per hour. I can make plenty on lvl 4's solo in half the bonus time without skipping a single one.
Atleast Lvl 5's are split between a group and isnt that what CCP wanted, more group orientated stuff to do.
One also has to earn the standing to have access to a lvl 5 aswell. not like its free.
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X'Alor
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Posted - 2008.09.04 18:53:00 -
[6]
not worring about money ......
Randomness randomness randomness
there has to be some things they can make random for same missions just to make them different.
like adding some random sentries aggro here and there or not
random one two or no group jump in
and no one said my boss's have to have hugh bounties or drop the best of best faction loot. just have them drop 5 miner 1's instead of 1
the idea behind the so called boss groups is again a bit of chance and randomness pending on what you may have completed or found via salvage or hacking in other missions.
be kinda nice if you got the right combo of hacking the right things in 5 different missions and getting the lucky boss you need to spawn to open up a rare sequence that might have something kinda decent at the end .... like the capture him alive mission where the ultimate reward is you capturing his ship to your ships.
i dunno just some goofy ideas. glad to see they actually got a mission dev team now. I might actually keep playing more than a month.
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Abrazzar
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Posted - 2008.09.04 19:05:00 -
[7]
Recently wrote some blurb on how mission could be made more diverse. Here's the link. Of course having a system that randomizes the mission sites in a controlled manner would go a long way, too. As would a enhanced and adaptable NPC AI.
-------- Ideas for: Mining
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Zo5o
Gallente Longcat is Long
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Posted - 2008.09.04 19:19:00 -
[8]
Edited by: Zo5o on 04/09/2008 19:22:44
We need less ships per mission, but a greater percentage of large ships to small ships.
As in following the philosophy of the Need for Speed initiative.
As in the OPPOSITE of the recently introduced "Buzz Kill" mission.
*facepalms*
Quote: there has to be some things they can make random for same missions just to make them different.
Blockade is pretty random as is. The triggers are often unidentifiable, and the respawns spawn in random locations with random ship types. It's the only mission I ever have to warp out from, due to the random occurrence of triggering the next wave early and spawning a massive wave of BS's and nossers (I run it against Bloods) directly on top of me while I'm already tanking most of the previous wave.
That kind of unpredictability makes it probably the most fun mission I run.
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Pan Crastus
Anti-Metagaming League
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Posted - 2008.09.05 11:22:00 -
[9]
Undoubtedly, there's a lot that could be improved in the missions (interesting ideas in the OP). However, CCP seems to consider these just mindless grinding jobs for ISK farmers and 0.0 alts, they've neglected them for years.
Missions could be interesting "minigames", not just "warp in, look at the seemingly unfinished area, destroy rats, take unsurprising loot, move on".
How to PVP: 1. buy ISK with GTCs, 2. fit cloak, learn aggro mechanics, 3. buy second account for metagaming
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Mara Rinn
Minmatar
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Posted - 2008.09.05 14:20:00 -
[10]
Some stuff that could be squeezed into missions to help people develop PvP-ish skills (most of these were used in the X-Wing series of games from LucasArts):
- Interception missions - your target enters space at point A, flies to point B, and leaves. You must kill the priority targets before they warp out.
- Gank missions - your target exists at a bookmark, you have to get in and kill it before it leaves. Warp scramblers help. The target doesn't want to be scrambled though :)
- Escort missions - your priority is to stop a convoy or priority ship being killed. The enemies warp in and start attacking your charge. You can rep your charge and kill the attackers.
I find missions like "Smuggler Interception" a little boring since it's basically "warp in, get aggro, blow stuff up". At least Angel Extravaganza has the "excitement" of getting new aggro when reinforcements warp in on top of you.
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Vengal Seyhan
Sten Industries
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Posted - 2008.09.05 18:28:00 -
[11]
Originally by: X'Alor The Lvl 5 is about grouping. there is no one person that can solo a lvl 5.
and it does not mean more ISK per hour. I can make plenty on lvl 4's solo in half the bonus time without skipping a single one.
Atleast Lvl 5's are split between a group and isnt that what CCP wanted, more group orientated stuff to do.
One also has to earn the standing to have access to a lvl 5 aswell. not like its free.
Ummm... Go check out the L5 Ishtar fit on battleclinic. It can be done solo, and with the changes to the LP reward it's pretty lucrative. ...assuming of course that you passive shield tank.
NB - the passive Ishtar fit is also really useful for low-sec exploration plexes: A number of them deploy neut towers. (In fact I've only ever seen neut towers in lowsec... apparently they don't show up on 0.0 exploration out in Stain).
Armour tanking an Ishtar for plexes or L5s doesn't work at all because of the neut towers. I found that out the hard way :D
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X'Alor
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Posted - 2008.09.05 21:42:00 -
[12]
Originally by: Mara Rinn Some stuff that could be squeezed into missions to help people develop PvP-ish skills (most of these were used in the X-Wing series of games from LucasArts):
- Escort missions - your priority is to stop a convoy or priority ship being killed. The enemies warp in and start attacking your charge. You can rep your charge and kill the attackers.
I find missions like "Smuggler Interception" a little boring since it's basically "warp in, get aggro, blow stuff up". At least Angel Extravaganza has the "excitement" of getting new aggro when reinforcements warp in on top of you.
could be neat idea for some militia mission.
something like you got to escort a guy through a series of systems near enemy(or even through some) territories
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Sturmwolke
School of Applied Knowledge
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Posted - 2008.09.06 13:49:00 -
[13]
Originally by: Zo5o Edited by: Zo5o on 04/09/2008 19:22:44
We need less ships per mission, but a greater percentage of large ships to small ships.
Quote: there has to be some things they can make random for same missions just to make them different.
Blockade is pretty random as is. The triggers are often unidentifiable, and the respawns spawn in random locations with random ship types.
Agree on the ship count. Less but tougher ships should be one of the heavier weighted considerations when creating a new mission. Making a turkey shoot with swarms of frigates/cruisers in a Lvl 4 is admirable for the variety but it becomes pointless real quickly, in addition to eating up system resources with the spawns and wrecks produced. CCP's trying to make the server faster, but at the same time they're adding things which have a great potential of slowing it down.
Btw, small correction. Blockade doesn't re-spawn in random locations. It spawns in multiple same locations, but in different order. The end result, if you stay put, the directions of the incoming ships waves are always the same.
It's sort of a pseudo random effect that is reflected in Attack of the Drones and some other missions. I personally like this approach over making things totally random.
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X'Alor
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Posted - 2008.09.08 15:07:00 -
[14]
that is EXACTLY where all the money comes from when doing missions.
if you loot, salvage, and recycle all loot even the best meta stuff, you can easily make 200 mill a day for a full day solo in a maurader especially once you start buying good gear for it.
with T2 being out so long I dont find its even worth it to waste my time to organize it to take the time to list it all blah blah blah time wasted not blowing sh*t up. and the extra crap skills to be able to sell on the market and save some doe doing so are more of a waste unless its an alt char and thats all hess made to do ... sell, bah just burn it and sell the mins.....
the bounties of the ships are not that big(in all honesty just fine) as it is now but with less tougher ships( which i'm all for) means less loots and less recycles so the bounties would have to increase somewhat substantially especially if they cut the ship groups in as much as half.
would definitely change the income ratio. it would change from; spending lots of time looting, salvaging, recycling, and dropping many ships to make the money to ripping through the missions fast as fast can be to farm the LP and completion bonuses.
that means ppl would get ALOT more important mission offers alot faster, not sure if CCP wants ppl to be able to gain/loose standing that fast.
not a bad idea but would definitely need some testing cuz it would really affect alot of other things primarily the price of rig items would skyrocket as well as rigs themself.
less ships, less salvage, higher prices will follow
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CCP Mitnal
C C P

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Posted - 2008.09.08 17:31:00 -
[15]
Moved to Features & Ideas.
Mitnal Community Representative CCP Games, EVE Online Email / Netfang |
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