Cure for missiong stacking: Make missions scale.

Instead of specifying how many ships to kill, for example, specify how much the mission will give for each ship killed from that faction.

So if you get 20,000 credits per ship killed, you can kill 5 and get 100K, or you can be a nutcase and kill 50, and get a million credits.

No stacking needed.

Transporting goods? Same deal. 'We'll pay you a thousand credits for each ton of cargo you take to XYZ station'. And if you're in a sidewinder or whatever, you're only going to be making a few thousand a trip. In an type 9? You're making hundreds of thousands a trip.

Same for passengers. XYZ number of passengers need to get to this station. How many can you take?

This way, specialized ships can fill their niche and perform well at their role without stacking missions, or having to refresh the board eighteen times because they have a passenger capacity of 60 people and every mission is five idiots who are paying 5000 credits a head to go to a station that is 300Kls away from the central star.

It dynamically fits any ship you want for any role. And the rewards scale based on how specialized your ship is. Instead of 'we need 10 tons of painite', 'we'll give you X credits for every ton of painite you bring back'. Currently, if that mission popped up, you'd ignore it, because painite is rare af. You might know of a place 150ly away that often gives painite, and you could sit there for hours and stack up eighteen missions all wanting painite. But if the mission scales, you can just grab the mission, and go mine painite until you get bored.

Furthermore, you can eliminate mission stacking entirely. You've got one mission that scales indefinitely, you don't need to stack missions any more.

And the economy is easier to control. Instead of screwing around with wildly variable mission templates, you can instead look at two values: The maximum amount you can get for a specific mission per ton of cargo/passenger/enemy ship destroyed; and the minimum amount you can get for the same.

Missions aren't paying out enough? Increase the minimum. Combat missions giving too many rewards? Then dial back the maximum.

Hell, it even opens up new mission types, like 'emergency destruction contracts'. Destroy as many x faction ships as possible. You've got an hour. You'll automatically be paid for each ship destroyed once the hour is up. Or however many units of cargo were delivered, whatever.

The reason people stack missions right now are twofold: One, it's the best way of getting credits.

Two: If you've got a ship with 500 cargo capacity what in the hell do you think people are going to do? Deliver 20 cargo at a time? No. They're going to sit there and stack as many missions as possible because doing anything else is ridiculous.
 
It's been suggested a lot, and it's indeed a very good way of dealing with all the "bulk - kill/get/ferry/find X thing".

Mining? Get that contract for Bertrandite, bring'em a full 250T and reap that dough!

The "only" - but actually quite real - big issue with this is that it would potentially deal a fatal blow to more "normal" trading activities : To stay in the mining department, why would any player ever sell their hard-mined minerals in a normal market? We'd all be waiting for a high-level mission with a juicy per-piece payout (Note that many players already mission-stack the hell out of minning missions anyway so...).

The other option would be to pretend that since missions increase rep gain etc., they should pay less than selling stuff in bulk at the market, which kind of defeats the purpose of missions as tasty opportunities altogether.

A compromise could be that such "bulk" missions would appear only rarely as very lucrative and sought-after opportunities, and would have a rather small window of opportunity.

Rarity could be linked to system state : Systems in outbreak could be lush with bulk passenger departures, while famine ones would demand an unending supply of all sorts of food (etc, etc) - However, that sort of already mimics the state of trading right now.

Other, more mission-y missions (assassinations, data runs and the like) could remain as prevalent, however. I'd like to see a greater and more sensical difference between mission types and mechanics, and this could help a lot.

I'm honestly with you on this one, but I believe this needs to be carefully examined, because its potential for systemic mayhem is quite massive. In a way, you're asking for systems to generate a sort of "miniature CG" - And I'm all for it, but cautiously so.
 
Surly the way to go is if, for example, you take 10 missions to kill 10 pirates you have to kill 100 to complete the missions. The same goes for scans etc.
Fly Safe o7
 
Instead of specifying how many ships to kill, for example, specify how much the mission will give for each ship killed from that faction.

So if you get 20,000 credits per ship killed, you can kill 5 and get 100K, or you can be a nutcase and kill 50, and get a million credits.

No stacking needed.

Transporting goods? Same deal. 'We'll pay you a thousand credits for each ton of cargo you take to XYZ station'. And if you're in a sidewinder or whatever, you're only going to be making a few thousand a trip. In an type 9? You're making hundreds of thousands a trip.

Same for passengers. XYZ number of passengers need to get to this station. How many can you take?

This way, specialized ships can fill their niche and perform well at their role without stacking missions, or having to refresh the board eighteen times because they have a passenger capacity of 60 people and every mission is five idiots who are paying 5000 credits a head to go to a station that is 300Kls away from the central star.

It dynamically fits any ship you want for any role. And the rewards scale based on how specialized your ship is. Instead of 'we need 10 tons of painite', 'we'll give you X credits for every ton of painite you bring back'. Currently, if that mission popped up, you'd ignore it, because painite is rare af. You might know of a place 150ly away that often gives painite, and you could sit there for hours and stack up eighteen missions all wanting painite. But if the mission scales, you can just grab the mission, and go mine painite until you get bored.

Furthermore, you can eliminate mission stacking entirely. You've got one mission that scales indefinitely, you don't need to stack missions any more.

And the economy is easier to control. Instead of screwing around with wildly variable mission templates, you can instead look at two values: The maximum amount you can get for a specific mission per ton of cargo/passenger/enemy ship destroyed; and the minimum amount you can get for the same.

Missions aren't paying out enough? Increase the minimum. Combat missions giving too many rewards? Then dial back the maximum.

Hell, it even opens up new mission types, like 'emergency destruction contracts'. Destroy as many x faction ships as possible. You've got an hour. You'll automatically be paid for each ship destroyed once the hour is up. Or however many units of cargo were delivered, whatever.

The reason people stack missions right now are twofold: One, it's the best way of getting credits.

Two: If you've got a ship with 500 cargo capacity what in the hell do you think people are going to do? Deliver 20 cargo at a time? No. They're going to sit there and stack as many missions as possible because doing anything else is ridiculous.

This is a very good idea. I hate waiting and doing nothing in a computer game. If I could walk around the station and do something productive there (say, kill rats in the basement :D) that would be a different story. But right now the choice is to wait for the mission board to reload or switch mode. If I'm within a bubble in my Python, I'll just take a few missions available and do them. But if I'm somewhere outside the bubble or if I'm in a ship which can carry 720T of cargo, sure as hell I'm not going to do 20T runs. I will stack the missions or I will ignore them completely and just keep trading with full cargo.
Certain missions, where you are supposed to assassinate a person, are different, but with the mining / delivery of goods / combat it makes perfect sense to have them scale up according to pilot's needs.
 

Deleted member 115407

D
Seriously - this is the answer. The answer to mission stacking and to freeing up space on the mission boards.

You don't need to spawn 5 massacre missions - just one that scales.
You don't need to spawn 5 methanol monohydrate missions, just one that scales.
Source and return? How about ones that scale? Pretty good way to actually have small, temporary trade routes the pirate CMDRs can happen upon.

I've suggested this before, and I really wish FD would implement this.

You could even have the rewards scale like CG rewards do.
 
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