A diffferent way to mission: "Quota"

Quota missions! Yay!

The current mission system is quite tedious and doesn't give much reasons to do them with a bigger ship. Many of us have done tremendous amount of stacking these small missions and some even consider swapping through between game modes to get even more missions started. During my normal visit to station usually find one or two missions even worth to do and which leaves my cargo space 50-90% empty. I could fill this commodities I think would add some value to my trip but most of the times it's just not worth it.

So that brings me to my suggestion. What I'm suggesting, is a sort of 'quota'-mission type. It would make so much more sense if the missions were constructed in a way that you are set with a certain quota of commodity that you must bring or deliver and then with the ship of your choosing you can start executing it. This would make the bigger ships feel much more useful as you would need to make less trips between the systems.

Lets say you have accepted a 'quota'-mission: you have to bring 500t of Beer and you have time limit of 7 hours and 30min.
The rules to complete this mission are simple, you have to make acquire Beer from neighboring systems and once you have hit the limit of 500t within the time constraint. The choice where you get it is up to you, or what ship you use. You would need to purchase the commodity yourself, but since the commodity is needed in the station, you would make profit on every delivery. With smaller ship it would take a lot more time to complete, but you still could do it without fancy big ship if you can do it within the given time limit.

In a way, this would make more sense also for the background simulation. This station needs n amount of x, y and z to recover from current state. Or business is booming and industry needs more commodities to fuel the furnaces. This could mean that remote outposts could pay more of the goods as their need is bigger.

In my opinion this would make the world feel much more alive.

--
Vildemare CMDR
 
So... what you're suggesting is Community Goals without joining a CG?

I'm ambivalent to this. I like the thought that you're asking for a bonus pay for a mini-grind. But I'm getting tired of adding more grind to the current grind.
 
So... what you're suggesting is Community Goals without joining a CG?

I'm ambivalent to this. I like the thought that you're asking for a bonus pay for a mini-grind. But I'm getting tired of adding more grind to the current grind.

That's actually quite precise analogue as a mini-CG. With this suggestion I would like reduce the amount of those small delivery missions that some times make no sense. With this model, you could commit to do that single task for a longer period and as such should have higher rewards. For myself I find the biggest grind is to find a mission worth doing.
 
So... what you're suggesting is Community Goals without joining a CG?

The CG system actually provides more incentives than the regular missions, but because they are so massive, you can hardly ever see how much you actually contributed.

I would like to see more interaction with the background simulation, like the mission giver could tell that in total they need total of x amount of basic medicines, y amount of Beer and z amount of explosives to recover from outbreak. Then you would know which kind of missions might be possibly coming and you can affect to the outcome.

Also the current delivery missions resembles more FedEx service delivering parcels here end there. There definitely needs to be mission types just for hauling. Also I think these kind of missions could be adjusted to passenger missions, where you would have to deliver a certain amount of refugees away to different stations.
 
The mission design isn't bad - personally I like it - but balancing payout would be key.

The real kicker here is when you find two missions importing from each other and exporting to each other. An example would be Tourist and Agriculture - Biowaste and Beer. You have a loop here that could generate a lot of profit...and you now have a mission paying you for it.

I agree with the 'Fed-Ex' analogy but I also think the main problem in trade missions is the actual size of them. I have never encountered a mission shipping more than 48 units...and those are rare themselves. Here I sit with hundreds of tons of space, and that's the best I can do? It is reminiscent of the passenger missions and rarity of luxury passengers.

I have a Type-7...and no need for a Type-9 as most stations can't even fill my Type-7 with missions. I want to see a "Deliver 300 tons" mission that forces me to drop the shield on the Type-7 (or more importantly, wish I had a Type-9 or other large vessel).

This is what bugs me most about ED mission design. Increasing reputation only marginally increases income from those mission-givers - by being able to take more missions, as opposed to BETTER missions. Passengers, again, are a prime example but so, too are other types.

If I'm friendly or, better yet, ALLIED - SHOW IT! Let me haul a HUGE load or go after a HIGH SECURITY base or transport a LUXURY client for BIG CASH. What's the point of improving my relations if you're not going to pay me for it? These missions can still be 'gated' by ship design - higher pay missions demand larger or more capable ships. Just because a new commander is allied with someone doesn't mean they immediately benefit...a natural growth curve is built in on ships and equipment, so why doesn't mission design also reflect this? What good does a "Dangerous" mission do a newb commander in an Eagle? No more than a "Penniless" requiring allied status does me in my Beluga.
 
If I'm friendly or, better yet, ALLIED - SHOW IT! Let me haul a HUGE load or go after a HIGH SECURITY base or transport a LUXURY client for BIG CASH. What's the point of improving my relations if you're not going to pay me for it? These missions can still be 'gated' by ship design - higher pay missions demand larger or more capable ships. Just because a new commander is allied with someone doesn't mean they immediately benefit...a natural growth curve is built in on ships and equipment, so why doesn't mission design also reflect this? What good does a "Dangerous" mission do a newb commander in an Eagle? No more than a "Penniless" requiring allied status does me in my Beluga.

And give discounts on rebuy's, ships, and modules. None the less this x1000.
 
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