Engineers Like INTERSTATION NETWORK for Missions Rewards

Like Interstation Network for mission rewards.

  • Yes, i like it

    Votes: 93 83.0%
  • Nah, its useless.

    Votes: 19 17.0%

  • Total voters
    112
  • Poll closed .

palazo

Banned
Andovar;4134699a said:
Thnks, but I don't think it should be that you can request a specific commodity. They would basically have a drop-down list of what commodities they offer. It's up to the commander to know/learn that agricultural systems have types A,B,C while high-tech have X,Y, and Z, etc.
This way the cmdr has to go to the "correct" place to get what they want. It wouldn't feel right if everywhere was a one-stop shop.

But there are around more than 1000 materials, data and cargo, the list can be so BIG :rolleyes:

Anyway im go to adjust it.

I like this part.

"It's up to the commander to know/learn that agricultural systems have types A,B,C while high-tech have X,Y, and Z, etc."
 
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I've been screaming for MORE LOCAL missions. But being able to read the bulletin boards on other nearby stars completely makes sense.

The "fetch X commodity and return it" makes zero sense. If we were at a station with plenty of X we could look for a station that NEEDS X and then bring it to them.



Frontier Developments - MAKE THIS HAPPEN!!!!!
 
But there are around more than 1000 materials, data and cargo, the list can be so BIG :rolleyes:
Right, but there will be no offering of common stuff for rewards. (plus I don't think there's quite that many. ;) )
Nobody needs grain or iron as a reward. The rewards would only be the rarer commodities and materials that can't be easily bought or found.
 

palazo

Banned
Right, but there will be no offering of common stuff for rewards. (plus I don't think there's quite that many. ;) )
Nobody needs grain or iron as a reward. The rewards would only be the rarer commodities and materials that can't be easily bought or found.

Or maybe a filter.
 
I like the idea, unfortunately I can predict we won't see anything of the kind as it would make every other method of collecting obsolete. And we all know FDev has a big No-No-policy on exclusively playing what you like, because we mustz see all of ze game at any time and at the same time would've been even better !
 

palazo

Banned
Yes I understand.
Perhaps the materials would have to be only on the planet, in the station data and commodities.
 
(Posting from another thread - seems like you had the same idea I had, just a week earlier than me)

My preferred thing would be the "drop down list":

In more detail: When a mission is generated, the reward is e.g. just Commodities[4], and when taking on the mission we have to choose which ones it will be, from a list. Just like a contract that is being signed between two parties, and both sides give some input, and bring forth some demands. That way we can get the stuff we need much faster, without the unnecessary grind (i.e. flying form station to station looking for missions with the proper reward to spawn). We still have to do the missions, of course. So it is not reducing the actual work we have to put into getting the materials.

Now that list we can choose our material/commodity mission rewards from can be influenced by several things:

* the type of station you are in (Industrial could offer Modular Terminals for instance, similar to what is happening now, Chemical Distilleries only form refineries, elements from Extraction, ...)
* your ranking with the faction (higher rank gives access to increasingly rare stuff)
* the state of the faction offering the mission (boom missions giving higher value stuff as well, maybe)
* mission rank as well, of course.

So for Polonium to be a chosable mission reward, you have your allied faction in boom offering you an Elite rank mission on an Extraction (Surface) base.

Pro:

* It takes out the useless grind from the search for materials
* You can get those materials you need much quicker
* You don't get all these useless materials as rewards, which you'd sell afterwards anyway
* It would make engineers synergise with the bsg -- influencing the bsg now would have a direct use for many people, even for those who are not interested in running missions
* Foster player action and cooperation. Canonn wants its members to upgrade their FSDs? They could launch a concerted effort to put their faction into boom, so that their Extraction(Surface) station can be used to take on missions to get Polonium / Yttrium.
* FD could use the system to incentivize running certain unpopular missions, which are usually not taken. Everyone wants Yttrium, but very few people run ground based missions? They could make it so, say, base assault missions have a much higher chance to offer Yttrium as possible reward.
* This would not be dumbing down the game, or reducing the amount of work we have to put in to get the stuff we want -- rather, it would cut out unnecessary filler stuff which is engaging for no-one (i.e. searching for missions with proper rewards).

Con:

* This system means that there would be a much higher possibility to get very rare stuff, if you have put in a lot of work (e.g. are allied with a faction). With a concerted effort it would be possible to set up a reliable source of the very rare stuff -- I am not sure if that might lead to, in the long run, unbalance progression. Would have to be checked.
* Of course it could happen that this completely disincentivizes going into USSes, or simply aimlessly driving around on planets, when there is instead a predictable source of the cool stuff we need. I see that the engineer material stuff was specifically designed to get people away from only doing missions, but rather to engage in many other, different activities. One would need to take care that the proposed change above does not undermine this.
 

palazo

Banned
(Posting from another thread - seems like you had the same idea I had, just a week earlier than me)

My preferred thing would be the "drop down list":

In more detail: When a mission is generated, the reward is e.g. just Commodities[4], and when taking on the mission we have to choose which ones it will be, from a list. Just like a contract that is being signed between two parties, and both sides give some input, and bring forth some demands. That way we can get the stuff we need much faster, without the unnecessary grind (i.e. flying form station to station looking for missions with the proper reward to spawn). We still have to do the missions, of course. So it is not reducing the actual work we have to put into getting the materials.

Now that list we can choose our material/commodity mission rewards from can be influenced by several things:

* the type of station you are in (Industrial could offer Modular Terminals for instance, similar to what is happening now, Chemical Distilleries only form refineries, elements from Extraction, ...)
* your ranking with the faction (higher rank gives access to increasingly rare stuff)
* the state of the faction offering the mission (boom missions giving higher value stuff as well, maybe)
* mission rank as well, of course.

So for Polonium to be a chosable mission reward, you have your allied faction in boom offering you an Elite rank mission on an Extraction (Surface) base.

Pro:

* It takes out the useless grind from the search for materials
* You can get those materials you need much quicker
* You don't get all these useless materials as rewards, which you'd sell afterwards anyway
* It would make engineers synergise with the bsg -- influencing the bsg now would have a direct use for many people, even for those who are not interested in running missions
* Foster player action and cooperation. Canonn wants its members to upgrade their FSDs? They could launch a concerted effort to put their faction into boom, so that their Extraction(Surface) station can be used to take on missions to get Polonium / Yttrium.
* FD could use the system to incentivize running certain unpopular missions, which are usually not taken. Everyone wants Yttrium, but very few people run ground based missions? They could make it so, say, base assault missions have a much higher chance to offer Yttrium as possible reward.
* This would not be dumbing down the game, or reducing the amount of work we have to put in to get the stuff we want -- rather, it would cut out unnecessary filler stuff which is engaging for no-one (i.e. searching for missions with proper rewards).

Con:

* This system means that there would be a much higher possibility to get very rare stuff, if you have put in a lot of work (e.g. are allied with a faction). With a concerted effort it would be possible to set up a reliable source of the very rare stuff -- I am not sure if that might lead to, in the long run, unbalance progression. Would have to be checked.
* Of course it could happen that this completely disincentivizes going into USSes, or simply aimlessly driving around on planets, when there is instead a predictable source of the cool stuff we need. I see that the engineer material stuff was specifically designed to get people away from only doing missions, but rather to engage in many other, different activities. One would need to take care that the proposed change above does not undermine this.

Thx, for your coment, im go to add to first post this * the type of station you are in (Industrial could offer Modular Terminals for instance, similar to what is happening now, Chemical Distilleries only form refineries, elements from Extraction, ...)
 

Viajero

Volunteer Moderator
*Mod hat off

Excelent, nice idea im go to update the first post.

Voted! :D

In addition to the suggestion to tie those materials requests with reputation (common for cordial, rare for friendly, very rare for allied etc) I think they could also implement it in a similar way to the special effects with Engineers (no, not the RNG bit) with a hit to reputation, i.e. every time you request a specific material/commodity (or several) as a reward then you lose a certain amount of reputation. Otherwise getting those materials through factions would be extremely easy and we would be at the other side of the spectrum.
 
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palazo

Banned
*Mod hat off



Voted! :D

In addition to the suggestion to tie those materials requests with reputation (common for cordial, rare for friendly, very rare for allied etc) I think they could also implement it in a similar way to the special effects with Engineers (no, not the RNG bit) with a hit to reputation, i.e. every time you request a specific material/commodity (or several) as a reward then you lose a certain amount of reputation. Otherwise getting those materials through factions would be extremely easy and we would be at the other side of the spectrum.


Thx viajero I very much agree to use the same mechanical engineers on the reputation of a faction, but we must consider the number of missions to be carried out to not be transformed into a farming missions then spend the entire reputation on one or two materials.

I prefer to avoid a little grind.

:)
 

Viajero

Volunteer Moderator
*Mod hat off

Thx viajero I very much agree to use the same mechanical engineers on the reputation of a faction, but we must consider the number of missions to be carried out to not be transformed into a farming missions then spend the entire reputation on one or two materials.

I prefer to avoid a little grind.

:)

Agree, but on the other side of the spectrum we can not just basically give materials away for free with instantaneous missions or otherwise the whole progress premise gets wiped out. The game dev art is to find that balance.
 

palazo

Banned
*Mod hat off



Agree, but on the other side of the spectrum we can not just basically give materials away for free with instantaneous missions or otherwise the whole progress premise gets wiped out. The game dev art is to find that balance.


Yea im agree.
 
I am sure in 3000+ year people do not know what is the Internet and autopilot. I am a bit curious why there are a pilots, not Navigators who are using spice. Sometimes i think a world of ED is closer to the Dune than to Star Trek or Star Wars.

Also, I think it's a good way to eliminate this change all the time between "solo", "private" and "open"

Another example of broken game mechanics.
Relogging should not be a part of gameplay but only a way of access to the game.
 
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