2.4 and beyond gameplay suggestions - new mission types

Suggestions are based on the principle of reusing as much existing mechanics (or have existed) possible to make implementation as practical as possible. Therefore hopefully the engine / architecture model would not need a rewrite to make these work!

I have to make an assumption with peers and instancing that this would not be too much network traffic for a peer to handle reliably. I'd hope not. Plus a degree of persistence for the mission duration, but this already seems within current capabilities.



CG:

1. Research CG - gather samples and return them, at a discovery site such as alien crash site, ruins, gen ship etc. To differentiate it from a standard hauling CG (ie deliver X tonnes in Y days with tier rewards), set the goal over 1 -3 months. The rate of delivery affects the rate of research progress. Perhaps stock of samples will slowly decrease over time as research progresses, requiring top up. Progress rate will slow to a crawl without regular delivery and / or exhaustion of sample supply. Unlock tiers will provide actionable information, clues, or unlocked item eg new item made from meta alloy etc

Combat:

Objective-based missions:

1. Attack / defend target missions. Mission pair with opposing goals. A static target such as outpost / capital ship etc must be disabled or defended for a set period of time. Requires new static object(s) that can be disabled / boarded / perhaps destroyed. Could have turret defences as with surface bases. Additional boarding mission might require target to be disabled first, and then dropship type must deliver a 'cargo' of boarding troops for 100% mission success. AI defence would shoot down torpedos so would need to be cleared first.

2. Escort / convoy hunt missions. Mission pair with opposing goals. A moving convoy must be located and defended or attacked as appropriate. Mission would suggest "Target(s) starts in System A between time X1 and time X2, and will end in System B between time X3 and X4", as with assassination missions. Once found, targets must be escorted over a series of jumps, with a percentage chance of intercept in each system, as with pirate AI. Mission success requires over 50% of convoy to either be attacked or defended. Longer routes correspond to greater rewards. Perhaps the payout can also be tied in to the chance of threat eg Intercept threat level: LOW / MED / HIGH = chance of threat spawn / AI skill and corresponding payout.

3. Bounty hunter mission. Mission pair with opposing goals. Either play as the bounty hunter or attempt to escape from them (perhaps with sensitive cargo etc). Over a set period eg 1-3 days you must locate the target or escape from the hunter. AI target will attempt to flee over multiple systems. Perhaps even dock with stations, hide in asteroid fields, or call reinforcements to avoid attack.

Smuggler mission:

1. Loot from wreck. Modified tip-off mission. Wreck target spawns cargo for a set period of time such as 1-3 days. Pick up and return. Random chance of pirates or security forces at site. Other players can see the cargo even if they do not have the specific mission, so they can acquire the cargo but not the mission-specific reward.


Explorer mission:

1. Delivery mission spawned from exploration POI / gen ship / megaship - return data package / occupied escape pod etc to a specific location. Could chain trigger any of the above mission types for an unexpected experience.


With all the above, I would suggest as much randomness as possible - the player must be not be able to predict the outcome. Eg on an escort mission, there is a chance that no threats spawn at all. Therefore the player never knows what to expect and it adds tension / depth to the experience. Unexpected outcomes provide for more exciting gameplay, otherwise it is too obviously scripted.

Hope that helps! Cheers [up]
 
Suggestions are based on the principle of reusing as much existing mechanics (or have existed) possible to make implementation as practical as possible. Therefore hopefully the engine / architecture model would not need a rewrite to make these work!

I have to make an assumption with peers and instancing that this would not be too much network traffic for a peer to handle reliably. I'd hope not. Plus a degree of persistence for the mission duration, but this already seems within current capabilities.



CG:

1. Research CG - gather samples and return them, at a discovery site such as alien crash site, ruins, gen ship etc. To differentiate it from a standard hauling CG (ie deliver X tonnes in Y days with tier rewards), set the goal over 1 -3 months. The rate of delivery affects the rate of research progress. Perhaps stock of samples will slowly decrease over time as research progresses, requiring top up. Progress rate will slow to a crawl without regular delivery and / or exhaustion of sample supply. Unlock tiers will provide actionable information, clues, or unlocked item eg new item made from meta alloy etc

Combat:

Objective-based missions:

1. Attack / defend target missions. Mission pair with opposing goals. A static target such as outpost / capital ship etc must be disabled or defended for a set period of time. Requires new static object(s) that can be disabled / boarded / perhaps destroyed. Could have turret defences as with surface bases. Additional boarding mission might require target to be disabled first, and then dropship type must deliver a 'cargo' of boarding troops for 100% mission success. AI defence would shoot down torpedos so would need to be cleared first.

2. Escort / convoy hunt missions. Mission pair with opposing goals. A moving convoy must be located and defended or attacked as appropriate. Mission would suggest "Target(s) starts in System A between time X1 and time X2, and will end in System B between time X3 and X4", as with assassination missions. Once found, targets must be escorted over a series of jumps, with a percentage chance of intercept in each system, as with pirate AI. Mission success requires over 50% of convoy to either be attacked or defended. Longer routes correspond to greater rewards. Perhaps the payout can also be tied in to the chance of threat eg Intercept threat level: LOW / MED / HIGH = chance of threat spawn / AI skill and corresponding payout.

3. Bounty hunter mission. Mission pair with opposing goals. Either play as the bounty hunter or attempt to escape from them (perhaps with sensitive cargo etc). Over a set period eg 1-3 days you must locate the target or escape from the hunter. AI target will attempt to flee over multiple systems. Perhaps even dock with stations, hide in asteroid fields, or call reinforcements to avoid attack.

Smuggler mission:

1. Loot from wreck. Modified tip-off mission. Wreck target spawns cargo for a set period of time such as 1-3 days. Pick up and return. Random chance of pirates or security forces at site. Other players can see the cargo even if they do not have the specific mission, so they can acquire the cargo but not the mission-specific reward.


Explorer mission:

1. Delivery mission spawned from exploration POI / gen ship / megaship - return data package / occupied escape pod etc to a specific location. Could chain trigger any of the above mission types for an unexpected experience.


With all the above, I would suggest as much randomness as possible - the player must be not be able to predict the outcome. Eg on an escort mission, there is a chance that no threats spawn at all. Therefore the player never knows what to expect and it adds tension / depth to the experience. Unexpected outcomes provide for more exciting gameplay, otherwise it is too obviously scripted.

Hope that helps! Cheers [up]

I have made a lot of these suggestions myself. Lets hope they're coming down the pipeline. For the record, though, there are already research based CG's in the game, where you bring in materials/data rather than commodities. My hope is that a future Material/Data brokerage will use similar mechanics.
 
Last edited:
Suggestions are based on the principle of reusing as much existing mechanics (or have existed) possible to make implementation as practical as possible. Therefore hopefully the engine / architecture model would not need a rewrite to make these work!

I have to make an assumption with peers and instancing that this would not be too much network traffic for a peer to handle reliably. I'd hope not. Plus a degree of persistence for the mission duration, but this already seems within current capabilities.



CG:

1. Research CG - gather samples and return them, at a discovery site such as alien crash site, ruins, gen ship etc. To differentiate it from a standard hauling CG (ie deliver X tonnes in Y days with tier rewards), set the goal over 1 -3 months. The rate of delivery affects the rate of research progress. Perhaps stock of samples will slowly decrease over time as research progresses, requiring top up. Progress rate will slow to a crawl without regular delivery and / or exhaustion of sample supply. Unlock tiers will provide actionable information, clues, or unlocked item eg new item made from meta alloy etc

Combat:

Objective-based missions:

1. Attack / defend target missions. Mission pair with opposing goals. A static target such as outpost / capital ship etc must be disabled or defended for a set period of time. Requires new static object(s) that can be disabled / boarded / perhaps destroyed. Could have turret defences as with surface bases. Additional boarding mission might require target to be disabled first, and then dropship type must deliver a 'cargo' of boarding troops for 100% mission success. AI defence would shoot down torpedos so would need to be cleared first.

2. Escort / convoy hunt missions. Mission pair with opposing goals. A moving convoy must be located and defended or attacked as appropriate. Mission would suggest "Target(s) starts in System A between time X1 and time X2, and will end in System B between time X3 and X4", as with assassination missions. Once found, targets must be escorted over a series of jumps, with a percentage chance of intercept in each system, as with pirate AI. Mission success requires over 50% of convoy to either be attacked or defended. Longer routes correspond to greater rewards. Perhaps the payout can also be tied in to the chance of threat eg Intercept threat level: LOW / MED / HIGH = chance of threat spawn / AI skill and corresponding payout.

3. Bounty hunter mission. Mission pair with opposing goals. Either play as the bounty hunter or attempt to escape from them (perhaps with sensitive cargo etc). Over a set period eg 1-3 days you must locate the target or escape from the hunter. AI target will attempt to flee over multiple systems. Perhaps even dock with stations, hide in asteroid fields, or call reinforcements to avoid attack.

Smuggler mission:

1. Loot from wreck. Modified tip-off mission. Wreck target spawns cargo for a set period of time such as 1-3 days. Pick up and return. Random chance of pirates or security forces at site. Other players can see the cargo even if they do not have the specific mission, so they can acquire the cargo but not the mission-specific reward.


Explorer mission:

1. Delivery mission spawned from exploration POI / gen ship / megaship - return data package / occupied escape pod etc to a specific location. Could chain trigger any of the above mission types for an unexpected experience.


With all the above, I would suggest as much randomness as possible - the player must be not be able to predict the outcome. Eg on an escort mission, there is a chance that no threats spawn at all. Therefore the player never knows what to expect and it adds tension / depth to the experience. Unexpected outcomes provide for more exciting gameplay, otherwise it is too obviously scripted.

Hope that helps! Cheers [up]

I have also made the suggestion that so-called mission "wrinkles" need to be increased in frequency, & should not be limited to one wrinkle per mission. Every mission should have the potential for 1-3 wrinkles that add extra challenge to the mission (with commensurate increase in payout & rep gain)....& those wrinkles could be "missions" all on their own. Like an assassination mission that has a black box recovery wrinkle; or an assassination mission that has a "liberation" wrinkle (commander, the deserter we want killed has stolen military plans. If you can get them back before killing him, we will pay you an extra ×××,000 credits).....that kind of thing.
 
Nice ideas. We absolutely need new mission types. I'd like to add shadowing somebody to a destination and reconnaissance missions.

I think a more personal relationship with mission givers would help as well. Crew members should be able to give you missions. Old friends should contact you in stations about a unique trading opportunity, etc.

I'd like to propose an invisible AI mission director, a bit like the one in Left for Dead. This AI director would remember NPCs you've encountered and establish dynamic narrative arcs for them. This would resemble Shadow of Mordor's nemesis system, but expanded to include different archetypes, e.g. trading partners or romantic interests.

Whenever you encounter an NPC, this is remembered by the AI director. Most NPCs are never seen again, but a few are remembered, mostly in systems frequented often by the player. They would have a relationship status, from hating you to loving you, starting at neutral or indifferent in the middle. They would be one of a number of archetypes, e.g. pirate, system cop, assassin, scientist, bulk trader. You would be more likely to encounter them in their home systems, and they would be a source of missions, wingmates, crew, friendship and betrayal, etc.

Most importantly, they would provide more personal, quirkly, idiosyncratic missions than those provided by the factions. Quests are currently very impersonal, and it would be nice to see some more drama there.
"Find my kidnapped son/husband/cleaning robot!" => Pay ransom to kidnapper (or not) => Fight kidnappers without killing hostage => Return hostage or deliver somewhere else, etc.
"My wife is having an affair. Find evidence!" => Track ship => Scan meeting => Ask for payment to lie to spouse (or not) => etc.
 
I have made a lot of these suggestions myself. Lets hope they're coming down the pipeline. For the record, though, there are already research based CG's in the game, where you bring in materials/data rather than commodities. My hope is that a future Material/Data brokerage will use similar mechanics.

I have also made the suggestion that so-called mission "wrinkles" need to be increased in frequency, & should not be limited to one wrinkle per mission. Every mission should have the potential for 1-3 wrinkles that add extra challenge to the mission (with commensurate increase in payout & rep gain)....& those wrinkles could be "missions" all on their own. Like an assassination mission that has a black box recovery wrinkle; or an assassination mission that has a "liberation" wrinkle (commander, the deserter we want killed has stolen military plans. If you can get them back before killing him, we will pay you an extra ×××,000 credits).....that kind of thing.

Nice ideas. We absolutely need new mission types. I'd like to add shadowing somebody to a destination and reconnaissance missions.

I think a more personal relationship with mission givers would help as well. Crew members should be able to give you missions. Old friends should contact you in stations about a unique trading opportunity, etc.

I'd like to propose an invisible AI mission director, a bit like the one in Left for Dead. This AI director would remember NPCs you've encountered and establish dynamic narrative arcs for them. This would resemble Shadow of Mordor's nemesis system, but expanded to include different archetypes, e.g. trading partners or romantic interests.

Whenever you encounter an NPC, this is remembered by the AI director. Most NPCs are never seen again, but a few are remembered, mostly in systems frequented often by the player. They would have a relationship status, from hating you to loving you, starting at neutral or indifferent in the middle. They would be one of a number of archetypes, e.g. pirate, system cop, assassin, scientist, bulk trader. You would be more likely to encounter them in their home systems, and they would be a source of missions, wingmates, crew, friendship and betrayal, etc.

Most importantly, they would provide more personal, quirkly, idiosyncratic missions than those provided by the factions. Quests are currently very impersonal, and it would be nice to see some more drama there.
"Find my kidnapped son/husband/cleaning robot!" => Pay ransom to kidnapper (or not) => Fight kidnappers without killing hostage => Return hostage or deliver somewhere else, etc.
"My wife is having an affair. Find evidence!" => Track ship => Scan meeting => Ask for payment to lie to spouse (or not) => etc.

Hey thanks, glad you approve. Yeah appreciate we've all made similar suggestions quite a few times by now, but as FD specifically mentioned a focus on new content and gameplay in upcoming releases, it's good to keep providing as much feedback as possible at this stage. I bet they'll do a content Q&A stream later down the line.

Re research CGs, sure but they use the standard delivery mechanic right? Would be nice to see a new research progress mechanic, just for variety. Don't get me wrong, I'd love to see more complex interaction in many areas eg a branching research tree system, or a complex battle mission / mini-campaign with a drop in /out mix of AI and players etc. But no idea if it's feasible with their current model.

Yes to more wrinkles! except real life :D Would be great if they could generally introduce more random options for every type of spawn, from missions to RESs. Not only more options generally, but also interesting possibilities on a rare spawn. Eg Distress Call 'super event' - I wouldn't want this to happen all the time, would kill the fun of it - a small ship is there and begs for help, shortly before a cap ship jumps in deploying interceptors to arrest everyone. Choose your mission: Just get out of there before you are caught (no), or 'wing' with the AI and help them escape by escorting to them out of the bubble with a superpower on your tail? [yesnod] All kinds of missions could spawn from that!

More personalisation with the AI is a good idea as well, they'd need to store the interactions but hopefully it could mostly be done client-side. The other thing is that new mechanics have to work in all modes (open pg solo), not to mention all the other factors, so I can appreciate complex interactions can cause a lot of headaches...
 
Hey thanks, glad you approve. Yeah appreciate we've all made similar suggestions quite a few times by now, but as FD specifically mentioned a focus on new content and gameplay in upcoming releases, it's good to keep providing as much feedback as possible at this stage. I bet they'll do a content Q&A stream later down the line.

Re research CGs, sure but they use the standard delivery mechanic right? Would be nice to see a new research progress mechanic, just for variety. Don't get me wrong, I'd love to see more complex interaction in many areas eg a branching research tree system, or a complex battle mission / mini-campaign with a drop in /out mix of AI and players etc. But no idea if it's feasible with their current model.

Yes to more wrinkles! except real life :D Would be great if they could generally introduce more random options for every type of spawn, from missions to RESs. Not only more options generally, but also interesting possibilities on a rare spawn. Eg Distress Call 'super event' - I wouldn't want this to happen all the time, would kill the fun of it - a small ship is there and begs for help, shortly before a cap ship jumps in deploying interceptors to arrest everyone. Choose your mission: Just get out of there before you are caught (no), or 'wing' with the AI and help them escape by escorting to them out of the bubble with a superpower on your tail? [yesnod] All kinds of missions could spawn from that!

More personalisation with the AI is a good idea as well, they'd need to store the interactions but hopefully it could mostly be done client-side. The other thing is that new mechanics have to work in all modes (open pg solo), not to mention all the other factors, so I can appreciate complex interactions can cause a lot of headaches...

Oh, don't get me wrong, I thoroughly applaud your suggestions. You are right, there is strength in numbers. The more people we have singing from the same song sheet, the more likely we are to see the changes we want ;).

What is interesting, though, is that about 95% of the tools needed to make missions truly magnificent are now already in the game-they just need to be allowed to "open up the throttle" ;).
 
Mission Wrinkles are the most obvious area where the Devs need to "take off the kid gloves". They should run the gamut of being just minor tweaks to the original mission parameters, all the way up to being "Missions within Missions", or maybe even a complete change to the original mission.

-for example, a salvage mission might just have the slight tweak of it being in a different system-so now you need to meet with a Contact to find out where the salvage actually is, or it could change into a "Liberation" mission, because the salvage has fallen into the hands of a local Pirate or Rebel etc.

-An Assassination mission could have a slight tweak of meeting a contact (as is currently the case), but could throw up the additional wrinkle of having to fight off the ships that are trying to destroy your contact (maybe allies of your target, or maybe just random scum). Or it could throw up an additional "liberation" mission-like maybe that deserter you were sent to kill also stole some military plans-so could you please get them back before you kill the target. It isn't vital, but we'll pay extra.

-Instead of the simple "take these goods/data to a different system" wrinkle, maybe throw in a slight variant that involves taking that data or cargo to a 3rd party contact in a different system-same with wrinkles that change the amount of time to complete the mission.

-With courier or cargo missions, maybe have a wrinkle that says you can't be scanned.....or else the mission will be deemed a failure. Or maybe a passenger mission will trigger a wrinkle if a secretive passenger gets scanned, asking if you can now take them to rendezvous with one of their associates, so that they can transfer to that ship to go the rest of the way.

These are just a few of the ones I can think of, but you can see how just opening up the range of possibilities in relation to mission wrinkles will help to make each mission feel more unique-especially if wrinkles trigger more often & under more conditions.....and if we're no longer restricted to one wrinkle per mission.
 
Mission wrinkles could really be expanded upon. Instead of the few we have now, we need loads of different types which include different activities such as when you jump into your target station, you get a mission update that says that one of their other ships was attacked in the system, could investigate and pick up the black box from the destroyed ship and deliver it at the target destination, they will have a represenetative there waiting, here is the co-ordinates. Then we could get follow-on missions from the mission wrinkles. It could be scanning certain places for info etc. It could be like 2 missions in 1 sort of thing that could lead on to other things.

Give us a bit more to do then just go from A to B and if we are lucky get redirected to C for a bonus. Or a ship sent against us.
 
Mission wrinkles could really be expanded upon. Instead of the few we have now, we need loads of different types which include different activities such as when you jump into your target station, you get a mission update that says that one of their other ships was attacked in the system, could investigate and pick up the black box from the destroyed ship and deliver it at the target destination, they will have a represenetative there waiting, here is the co-ordinates. Then we could get follow-on missions from the mission wrinkles. It could be scanning certain places for info etc. It could be like 2 missions in 1 sort of thing that could lead on to other things.

Give us a bit more to do then just go from A to B and if we are lucky get redirected to C for a bonus. Or a ship sent against us.

As I have said above, it would even be nice to see existing Wrinkles getting a slight twist. So instead of getting redirected straight to a station/outpost, you might get redirected to a ship based contact-who will either take possession of the goods/data, or let you know where they need to go. The contact twist could also be a variant on the "shortened time frame" wrinkle we currently have.

Also, wrinkles should be able to trigger under more circumstances. At the moment they seem to mostly trigger during instance changes, instead of at any time. Wrinkles could also be triggered by certain in-game actions, like destroying an NPC, being scanned or collecting non-mission related alvage.....just to name a few.
 
Back
Top Bottom