I'm guessing a lot of the struggle comes from trying to make interesting and deep missions work with algorithms that run the BGS. Unlike some other space games where the game just pulls out of a rather large bag of mission scripts (like Freelancer), ED is trying to tie missions intrinsically with the BGS...not only for what missions spawn but in how their success or failure affects the simulation.
There needs to be more mitigation for undesirable situations...
- Long waits for mission location spawn
- Branching to missions that can't be completed without getting another ship
- Lack of clear updates when a mission is in a fail state (missed the time window)
None of these things give anything to the mission experience and should be remedied. We want to avoid situations where commanders are wandering aimlessly, wondering if they are doing this thing correctly. A lot of time is wasted on waiting.
Agreed. I understand and accept bugs (although this is by no means the only bugged mission I've had, and perhaps that is why I'm so frustrated), but I really feel as a matter of urgency that FD need to give missions the love that they need to be fun gameplay.
I agree with your points regarding the BGS tie in. My own feeling is that the BGS should not be the sole 'provider' of gameplay content, it's potentially very limiting. Players should be able to get a reasonable selection and a reasonable mix of mission types when they look at the board, otherwise what are they to do but log out, or potentially take any mission which may actually work against their own rep, and the rep of a favored faction? It seems to benefit nobody, either those that care about the BGS, or those who don't.
As I said above, in principal I am really pleased with the changes to mission mechanics. It drove me nuts sitting in SC hoping a target would spawn, and I have to say I have never had a long wait in 2.1, once I reach the target vicinity, the signal source has always spawned within a very short space of time, I'd say a couple of minutes has been the longest. That's a huge thumbs up from me.
But I feel that FD need to flesh out the mission templates still further, and of course, they really need to stamp out mission breaking bugs. I imagine that most players that actually do a mission but cannot complete it due to bugs or unanticipated changes to the mission will end up disappointed. No one likes having their time wasted.
Clarity on whether what you are being asked to do is legal would IMO be a very good thing, as would more information on the level of risk that is involved. Hostile ships may be sent against you? Why not 'Bob the Elite bounty hunter' will be on your tail.

(As a side note, I suspect at least some of the angst towards the new AI is down to the fact that players have taken high level missions without understanding the potential risk.)
Anyway, we'll see what happens. I've been on board since premium beta and have the LEP. Unfortunately, right now I'm not getting the urge to log in and play. That makes me sad...
