I'm about to drop down...follow my wake and we can talk.

Thing is like 50,000 credits is nothing to some players but a huge amount to others.

I mean check my Pilot's Federation rating, it should be clear you're wasting my time.

If the NPC said in chat : "I'm about to drop down...I'll give you 100,000 if you follow my wake and just listen to what I have to say."

Then yes I might be tempted, at least you know they mean business.

Actually I think one of the issues is really that missions are so shallow, they're all essentially meaningless besides credits which as I say for an increasing number of CMDRs is becoming less relevant.

Maybe once persistent NPCs turn up then this may improve. Like for example occupied escape pods, when you rescue someone wouldn't it be great if that person sought you out months later just to say thank you.

I kinda feel ED needs something like Shadow of Mordor's Nemesis system, except not just for hunting you down but for all sorts of interactions.
 
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Thing is like 50,000 credits is nothing to some players but a huge amount to others.

I mean check my Pilot's Federation rating, it should be clear you're wasting my time.

If the NPC said in chat : "I'm about to drop down...I'll give you 100,000 if you follow my wake and just listen to what I have to say."

Then yes I might be tempted, at least you know they mean business.

I always felt like when they first started bothering me that they were trying to employ me somehow.

I wouldn't mind the insulting offers to begin with if it was going to develop into a working relationship. You know you come work for us and we will make it worth your while in the future.
 
I kinda feel ED needs something like Shadow of Mordor's Nemesis system, except not just for hunting you down but for all sorts of interactions.

Yes, please. Persistent, dynamically generated characters would be be a (hopefully) easy and simple way to add life to the NPC's. It would even make them satisfying to kill, or escape from.
 
Actually I think one of the issues is really that missions are so shallow, they're all essentially meaningless besides credits which as I say for an increasing number of CMDRs is becoming less relevant.
Well if you have no interest in background sim, the consequences and such of such missions, then more or less any mission or quest is shallow. Do quests in mmo's feel shallow as well? what is it that does so they don't? give examples maybe of what mmo's have good quests and why, and which have bad quests and why?
 
I've been thinking of making this thread for a while. Is there actually any benefit to these things? I've stopped a half dozen times, all pointless. After taking the tiny job, do we get a massive rep change for defecting or something?

(Also, "You fight a good fight!" etc. I like writing, I'm fairly good at it, I'll happily contribute to some more interesting, contextual taunts. =])
Supposedly they have use if you are working the BGS. If you wanted to undermine another minor faction, you take a mission for them, then accept the counter mission when it appears as an FU to the original mission giver. I haven't tested it much, the credits aren't worthwhile, but if you are actively working the BGS taking these counter missions may have value.
 
Yes, please. Persistent, dynamically generated characters would be be a (hopefully) easy and simple way to add life to the NPC's. It would even make them satisfying to kill, or escape from.

That's the problem though.. Persistent but satisfying to kill.. Who are they going to be persistent to? Just you and that causes so many problems, if it's everyone and the amount of NPCs killed on an hourly basis and they won't be around for long.
 
Year ago when mission give lower payments (only trading gave some money that could be compared to today´s earnings in ed) those alternative missions actually give you more money than missions. When they increased mission pay outs they didn´t increase alternative offers rewards.

In 1.5/horizon you can have missions to go meet someone in x system and they will ask (while in sc like those offering alternative missions) you to follow their wake. you need to follow them and they will give you a new task to do or go get your payment.
 
Once upon a time, taking the alternative offer would cause negative influence for the Minor Faction you took the original Mission for.

But that got hit so hard it became an exploit so FDev turned it off.

It's an interesting mechanism that could lead to some compelling story driven gameplay.
I'm pretty sure it's been left in as a placeholder for this type of betrayal storyline when they get around to linking missions in series.

I remain hopeful. I just treat it like scaffolding around a deep pit - one day there will be a cool building there, but for now, meh.

Mind you there was a pit in the heart of Sydney that stayed a pit for like ten years. -They shot Mighty Morphing Power Rangers there.
 
I kind of agree. They make no sense. Only offering more credits will you EVER follow the npc and leave your mission.
 
Yes, please. Persistent, dynamically generated characters would be be a (hopefully) easy and simple way to add life to the NPC's. It would even make them satisfying to kill, or escape from.

I posted this thread in suggestions : https://forums.frontier.co.uk/showthread.php?t=211132

It's probably head in the cloud nonsense, but at least it's up there. =p

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Well if you have no interest in background sim, the consequences and such of such missions, then more or less any mission or quest is shallow. Do quests in mmo's feel shallow as well? what is it that does so they don't? give examples maybe of what mmo's have good quests and why, and which have bad quests and why?

Done,. see above.
 
They do need to tune them a bit. Really needs to consider things like my loyalty to a faction and the % chance of it occurring. But, I don't think FD intends to leave the mission system as it is. It's really just a bare bones system right now, while they're still laying the groundwork for planetary landings and first person. I think they'll overhaul it eventually, might be a few seasons though.
 
The funny thing is, I always get one or two system security ships following me during my long haul smuggling trips. Sometimes I get interdicted, and sometimes I get scanned. But the thing is, we're usually in an uninhabited anarchy system between where I accepted the missions and the Bubble, so the security guy goes "Didn't find anything on you this time" even though half or more of what I'm hauling is illegal in the origin and destination :D
 
Up until today i had no idea what these guys wanted. I ignore them/ have never been interested in them. Maybe if they made them less frequent and more lucrative, and actually tell you what they are offering before you drop out of SC id be interested. Typically the last thing i want to when i have entered supercruise is to drop out for nonsense.
 
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