What else do you hope to see in E: D "Beyond".

One other thing I would like to see is a more flexible approach to mission "failure", under certain circumstances, using mission wrinkles and follow ons as a means for Commanders to redeem themselves.

An obvious example might be an assassination mission where you miss your ETA. This could trigger an alternate mission offer from the faction your target belonged to, or it could trigger a wrinkle telling you to meet an NPC contact in <$System_Name> to help you reacquire your target, or a follow on mission to salvage something (black box, encrypted data, rebel transmissions) which will help to reacquire your quarry.
 
^^

I would also like if the bases on the surface felt a little... populated. A couple of NPC SRVs roaming around would do the trick.

Thought the same, many times. I love the stations themselves - great design and everything - but they always feel so horribly deserted, like each and everyone of them is a ghost town.
 
Thing is, I want the ability to *haggle* over rewards before you even accept a mission.....using a favour mechanic similar to what we can use to adjust weapon special effects. You click on the "haggle" button, & it will give you the ability to increase or decrease monetary rewards, add/remove/swap material rewards & add/remove/swap commodity rewards. As you adjust, you will be informed of how many favours you need to call in-if any-& if it will increase or decrease how much rep you get from completing the mission.

I'd preferably not even have the chance of being blocked from finishing a mission because I am unable to accept one of the rewards. I want to be able to hop in <insert preferred ship> and not have to load a cargo rack just so I can do <insert percentage of missions generated that require cargo space for reward>. Haggling sounds good, but I also just want the idea that I can't even complete that mission because I can't accept the reward gone. It might be possible that I'm not even after the credit/cargo/material reward. If I'm in a Vulture, there's a decent chance that I'm fully equipped for combat and don't have a use for <modular terminals, microweave cooling hoses, telemetry suites, etc>.

"Sorry, if you can't take the garbage we're giving out, we can't mark your mission as complete." "Forget the reward, I'll do it pro-bono!" "Nah, you'll take our stuff and you'll like it."

If I'm just after rep, using rep to cycle rewards isn't going to help the situation.
 
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Forums would be oveflowing with kids crying that the NPCs are repeatedly harassing them. We've been there.

We are not an amorphous blob. No matter what FD do someone will complain. .. so with that in mind FD should just do what they had planned from the get go and ignore us (and as a sounding board use those in the DDF after all that is what they paid for
 
Thought the same, many times. I love the stations themselves - great design and everything - but they always feel so horribly deserted, like each and everyone of them is a ghost town.

Their design is fairly ingenious.

The simple outposts are clearly modelled on Western frontier towns:

old-west-town_m.jpg


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And the very large ones are, I suspect, designed to evoke associations of camp fires:

Campfire.jpg


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But at the same time this also highlights some of the flaws in the art design. Outposts should be glowing beacons of warmth, life and activity in the vast, cold, dead, dark void (not Dav's Hope, admittedly, being an abandoned dead settlement). You should feel a sense of relief when you approach one. So there needs to be more light: collision warning lights flashing on the top of tall buildings, a central tower with a sweeping lighthouse beam, pools of streetlights; and activities: SRVs roaming about, shuttles, people, worn tracks radiating out from the outposts to nearby prospecting fields possibly with cables trailing alongside and makeshift light poles.

Fdev sometimes forgets that it is not just about how things look, but also about how they feel; the emotional associations that are evoked.
 
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Forums would be oveflowing with kids crying that the NPCs are repeatedly harassing them. We've been there.

Let 'em......I look forward to MoM mining their salt in massive heaps. This is precisely the kind of "consequence" system the game is craving. Fail to kill that NPC pirate? Then they might just return to harass you the next time you are on their "turf". Keep ing off a single faction? Then don't be surprised if 1 or 2 high ranking NPC's from said faction start to make your life difficult. Let the grinders whine & complain......I'd be lovin' it.

We are not an amorphous blob. No matter what FD do someone will complain. .. so with that in mind FD should just do what they had planned from the get go and ignore us (and as a sounding board use those in the DDF after all that is what they paid for

Help us out, Mike, was a "Nemesis" system in the DDF? Please say yes :).
 
I'd preferably not even have the chance of being blocked from finishing a mission because I am unable to accept one of the rewards. I want to be able to hop in <insert preferred ship> and not have to load a cargo rack just so I can do <insert percentage of missions generated that require cargo space for reward>. Haggling sounds good, but I also just want the idea that I can't even complete that mission because I can't accept the reward gone. It might be possible that I'm not even after the credit/cargo/material reward. If I'm in a Vulture, there's a decent chance that I'm fully equipped for combat and don't have a use for <modular terminals, microweave cooling hoses, telemetry suites, etc>.

"Sorry, if you can't take the garbage we're giving out, we can't mark your mission as complete." "Forget the reward, I'll do it pro-bono!" "Nah, you'll take our stuff and you'll like it."

If I'm just after rep, using rep to cycle rewards isn't going to help the situation.

Well yeah, you should be able to refuse a cargo reward if you find yourself without enough space to now take the reward at time of mission completion. Of course, if we had limited cargo storage, then it might be a moot point :).
 
I hope that chained missions become more complex, more than just a linear set of missions, but something that involves a choice of outcomes.

I'd like to see more of a point to being allied with a faction, also some point to being hostile. A persistent NPC nemesis, that generates when when you become hostile with a faction, would be great.
 
Let 'em......I look forward to MoM mining their salt in massive heaps. This is precisely the kind of "consequence" system the game is craving. Fail to kill that NPC pirate? Then they might just return to harass you the next time you are on their "turf". Keep ing off a single faction? Then don't be surprised if 1 or 2 high ranking NPC's from said faction start to make your life difficult. Let the grinders whine & complain......I'd be lovin' it.



Help us out, Mike, was a "Nemesis" system in the DDF? Please say yes :).

I was not a member of ddf (I just missed out on that backing level and went in one below ) .sadly afaik that was not specifically in ddf, though you can search ddf archives

I still trust the folk in the ddf however as in generally wanting the same kind of game I want, and given they paid to be a sounding board, then use em imo.
 
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I hope that chained missions become more complex, more than just a linear set of missions, but something that involves a choice of outcomes.

I'd like to see more of a point to being allied with a faction, also some point to being hostile. A persistent NPC nemesis, that generates when when you become hostile with a faction, would be great.

Depends on your definition of "linear". I don't mind if the game selects the next follow-on in a mission chain for me. I just want to be sure that there is a decent sized pool of follow-ons from which the game can select-if that makes sense.

For example, Assassination Missions currently only seem to be followed on by another Assassination Mission, whereas I could see ample justification for them to be followed on by a Courier Mission (excellent, please take this data to inform of the elimination of <$target_name>), or a Haulage/Passenger Mission (with the elimination of <$target_name>, it is now safe to transport <$cargo_name>/<$passenger_type>), or a massacre mission (the assassination of <$target_name> looks likely to spark retribution from their faction; in order to minimise that chance, we need you to eliminate X ships belonging to <$faction_name>). The game would then select one of those 5 options for you.....most possibly weighted by the current Faction State.

Salvage Missions should be able to trigger at least 3-4 different follow-on types, dependent on the kind of salvage you collected.

Passenger missions should be able to trigger one of several types of follow-on missions-such as Data Courier (The scientist who requires data to be brought to their new location to complete their work, or who wants you to take their data to <$station_name>), Bulk Passenger Missions (The Chief Scientist wants you to bring his X scientists to <$station_name> to help with his research), or haulage mission (The Scientist requires you to bring X units of <$commodity_name> to the station, to assist their research). Rebels, Rich Tourists, Criminals, Generals & CEO's might have their own set of follow-on missions......or the same types, but with more passenger specific flavours-just as they currently have their own set of wrinkles (though that too can be greatly expanded on).

Data Missions, in particular, are wide open to being able to trigger almost *any* follow-on mission, in a justifiable fashion-Passenger Missions, Haulage Missions, Surface Scan Missions, assassination missions, massacre missions....etc.
 
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Look, I said it once and I will continue to say it until I am plum in the face.

I WANT SPACE BUNNIES!!!

You heard me. Space Bunnies.

Cute, cuddly space bunnies that shoot laser from their eyes.
 
As for benefits for being Allied to a Faction.....that's where I see Favours coming into the mix!

No they didn't. They said there were things that they hadn't mentioned. Likely minor things.

Speculation on your part, & not what they obviously said. Now, got anything useful to contribute?
 
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