How to make good mission - Example

In an arcade game, yes.

Like Elite.

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Good points on mission design but a tiny difference between sc and ed seems to slip your attention.

SC is a tiny, itsy bitsy environment. The players are packed together and there are only like 3 places they can go.

ED has the largest play area of any game in history. With the addition of three game modes upon that, trying to make people coinside the core idea behind mission design is doomed to fail in ED.

In ED, all missions should be automatically created and soable alone. They shouldn't rely on the human factor to be enjoyable for repeat playing. They are no way near perfect yet but no matter what they do, it can't go the way SC goes, which again, is an itsy bitsy tiny game with tiny environments where everyone is forced into player interaction where ED is the exact opposite in these matters.. This fundamental difference between ED and SC will never change.

Edit: I'm not talking about the current pre alpha state of SC. I know it will get expanded with addition of new systems and environments. Still, its core premise is being tiny so people will be packed together and interact. It will never be 1:1 like ED is, ED will never force players together into handcrafted scenarios.

No but they can focus on coop and pve, that doesnt prevent FD to add gameplay.
 
Like Elite.

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No but they can focus on coop and pve, that doesnt prevent FD to add gameplay.

Hence why I said 'good points on mission design'. There are lots that can improve gamplay in ED. It's just that leaving the interesting part to players won't cut it here. As you said, there should be focus on easier co op and pve gamplay around this easy coop idea.

Best way to do it in my opinion without compromising game modes into open only is to implement wing missons. I'm sure the infrastructure is there since wings are already an entity recognized by the game and trade rewards and bounties are shared. I hope they'll look into it for tha commanders update at the latest.
 
Good points on mission design but a tiny difference between sc and ed seems to slip your attention.

SC is a tiny, itsy bitsy environment. The players are packed together and there are only like 3 places they can go.

ED has the largest play area of any game in history. With the addition of three game modes upon that, trying to make people coinside the core idea behind mission design is doomed to fail in ED.

In ED, all missions should be automatically created and soable alone. They shouldn't rely on the human factor to be enjoyable for repeat playing. They are no way near perfect yet but no matter what they do, it can't go the way SC goes, which again, is an itsy bitsy tiny game with tiny environments where everyone is forced into player interaction where ED is the exact opposite in these matters.. This fundamental difference between ED and SC will never change.

Edit: I'm not talking about the current pre alpha state of SC. I know it will get expanded with addition of new systems and environments. Still, its core premise is being tiny so people will be packed together and interact. It will never be 1:1 like ED is, ED will never force players together into handcrafted scenarios.
Well, it isn't so hard to do this in elite.
This mission (defender) could spawn only if there are enough players in area ( 100Ly from player? ) and when one people accept it another one starts spawning ( attacked mission ).
There is another reason for those events: giving PvPers things to do (there is reason why people go to lhs 1337 and kill noobs) and showing PvErs that PvP can be fun.
Our current missions are just boring go to X kill N pirates, get not enough credits, do again. It feels like casual game in which tons of things spawn only because one player has a mission.
 
I know this sound like a dump question, but don't people do something else when they have a window for a mission that is 30-40 minutes away?

I keep on seeing this as a complaint about the timed missions, but you are not locked in to waiting around for the target, you can go and do other things or other missions.

You could do other stuff, but I don't like being forced to do other things than the ones I want.

Aside from that, the activities in the game generally take too long for 30 min to be enough. go trading? well probably have to spend 15 min getting to a trade route, so that's pointless. mining? getting outfitted and starting to mine will also take forever, not to mention you need to get your weapons back for the mission. Bounty hunting? Maybe the system doesn't have any REZ and finding and going to the nearest one will also take time. Most of the time there isn't a good alternative besides doing something else irl, which is the sign of a broken game tbh.
 
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You could do other stuff, but I don't like being forced to do other things than the ones I want.

Aside from that, the activities in the game generally take too long for 30 min to be enough. go trading? well probably have to spend 15 min getting to a trade route, so that's pointless. mining? getting outfitted and starting to mine will also take forever, not to mention you need to get your weapons back for the mission. Bounty hunting? Maybe the system doesn't have any REZ and finding and going to the nearest one will also take time. Most of the time there isn't a good alternative besides doing something else irl, which is the sign of a broken game tbh.

Heck, no one is forcing you to not wait around if you don't want to.
I am sorry I suggested an alternative and offended your right to do what you want
 
If we're talking missions, look no further than EVE online, lots of wonderful mission design to be inspired by, most would even be extremely easy to implement.

I especially like the emergent missions you can get from scanning. If similar high paying missions could be discovered in USS'es that would be awesome. Think discovering the location of a pirate outpost etc. and then it goes from there (you go destroy it, discover another, eventually leading you to the main base etc.).

My biggest issue with ED missions atm. is that they are all one step. You do one thing and then you're done.. It's pretty much impossible to make a fun mission of they are so short. My next biggest beef is the horrible time schedules on assassination missions (30-40 minute wait times are not fun.).

You don't have to wait, go an do something else, there always trading missions to be done, odd jobs or hang out at the nav beacon.
 
SO here is a series of missions I envision....

The Jet Clan, a criminal group, is looking to expand into a neighboring system and they are looking for pilots. At first they don't trust me, so they ask me to smuggle some slaves into a distant station "just for the fun of it" to prove myself. Once I have their confidence they bring me into the real missions. First they have me smuggle Personal Weapons and Power Generators to one of their contacts in the system they are trying to take over. I have to be careful because their operation is underground and actually working out of the enemies base, they don't want me to get spotted bringing this stuff in. I make several runs like that till they are ready to make their move. Before they can however they need some heavy firepower. They task me to get out there and find land mines because they are going for a ground assault. Fortunately, I know an anarchy system 70 LYs out, there's a guy there I did some work for a while back, we're on good terms. Sure enough he has contacts and can get me the landmines on the QT. I hand them over to the Jet Clan and they tell me they are ready to make their move. We target a small Planetary Compound. I have to move in take out the surrounding Sentry Skimmers in and around the base, then move into the base and cut the power in the facility. Once that's done they can move in take over the base for themselves establishing a firm foothold in the new system.
 
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SO here is a series of missions I envision....

The Jet Clan, a criminal group, is looking to expand into a neighboring system and they are looking for pilots. At first they don't trust me, so they ask me to smuggle some slaves into a distant station "just for the fun of it" to prove myself. Once I have their confidence they being me into the real missions. First they have smuggle Personal Weapons Power Generators to one of their contacts in the system are trying to take over. I have to be careful because their operation is underground and actually working out of the enemies base, they don't want me to get spotted bringing this stuff in. I make several runs like till they are ready to make their move. Before they can however they need some heavy firepower. They task me to get out there and find land mines because they are going for a ground assault. Fortunately, I know an anarchy system 70 LYs out, there's a guy there I did some work a while back, we're on good terms. Sure enough he has contacts and can get me the landmines on the QT. I hand them over to the Jet Clan and they tell me they are ready to make their move. We target a small Planetary Compound. I have to move in take out the surrounding Sentry Skimmers in and around the base, then move into the base and cut the power in the facility. Once that's done they can move in take over the base for themselves establishing a firm foothold in the new system.
And it would be even better if some faction in neighbor system sends players to kill you/defend base/attack jet clan base.
 
And it would be even better if some faction in neighbor system sends players to kill you/defend base/attack jet clan base.

Well I do know that the group in control of the system the Jet Clan was assaulting had missions to go back into the Jet Clan system and Kill X # number of their Pirate ships. So if there had been other players in the area those circumstances could have been in play.
 
And it would be even better if some faction in neighbor system sends players to kill you/defend base/attack jet clan base.

You want to be very careful with that, we're playing a game, and ultimately we all want to win, so putting players in a scenario where only one can win and the other lose time and money, needs to be done very carefully.

Aside from that, I don't think this can ever succeed, since it requires players to be online in the same part of the galaxy and at a point in a quest-line/reputation where it makes sense to take such a mission. And they would need to arrive somewhat at the same time, all pretty much impossible, unless they teleport players there.
 
You want to be very careful with that, we're playing a game, and ultimately we all want to win, so putting players in a scenario where only one can win and the other lose time and money, needs to be done very carefully.

Aside from that, I don't think this can ever succeed, since it requires players to be online in the same part of the galaxy and at a point in a quest-line/reputation where it makes sense to take such a mission. And they would need to arrive somewhat at the same time, all pretty much impossible, unless they teleport players there.
in same system? really small probability. in 100Ly range? possible.
Somehow call of duty sells millions of copies every year ( thou it's pretty bad example ) only because of multiplayer.
rewards for pvp missions would have to be high enough to justify possibility of losing insurance.
And it means that it's possible to exploit it, but basing reward on player's rank and ship would fix it. FDevs would have to balance it carefully. ( have you played GTA online? people create 100m long races to grind because you have to win 80> races to get some things... ).

It's all possible and would create a lot of emergent gameplay.
everything is better than current system. It would be hard to create something worse.
 
In time, I believe, we will get all of these (maybe in 3 years). Once they complete the whole setup for the base game and can easily alter mission design elements without having to struggle in coding.

At the moment they need to implement as many gameplay features as they can, then work on perfecting everything as a whole, at least it is what their business plan is.

There is no point in creating perfect missions if there will be more variations to gameplay elements. Example:

" There is a mission that requires you to attack a base. They perfectly implement it and set it aside, no bugs. 5 months later there is an expansion that adds new SRV`s, SAV`s (my idea for: Surface Assault Vehicle") along with characters walking around. They need to figure out how those characters affect that mission, add SAV`s to base defence or offense, tons of balancing issues. Same goes for other missions. Therefore, more logical to wait until you have all the ingredients before you can make the perfect lasagna."

In Star Citizen, completely different business plan:

Make everything look good first, perfect everything that they have at hand, add more stuff later, work on the "more stuff" as much as you worked on previous ones until they are perfect,release. In the end as a result you have a tiny game with perfect design waiting to expand.

In my opinion Elite`s approach is more sensible. At least you have the sandbox and it develops in front of your eyes. SC is being developed behind doors and you get to peek at it`s glory.
 
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