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 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]