To get to point, FDEV is doing whack-a-mole with moneymaking schemes.
I personally dont have any issues with making bank, especially since I have big ships to upkeep, but the missions payouts suck in general, and even Wing Missions arent that great, and for new players looking at the prices, its frustraiting. But in anycase, here is my suggestion:
There is a pattern emerging with most of the money making missions: there are two pillars
- Stacking of Missions
- Doing all missions at the same time fast, or in quick succession.
Doing missions fast seem to have died out with kill missions awarding one kill per mission, but no all missions at the same time (mostly), although the Skimmers are definitely an exception. Increasing the range until spawn would slow it down a bit, but its no a root issue imo.
I think Stacking Missions is the main culprit here.
So how about the following idea to lessen the amount of times FDEV has to do whack-a-mole.
- Allow Board refreshing manually (instead of cycling between modes) OR
- Share all missions in all modes but Mission amounts should be effected by current amount of players (Supply (Pop) vs demand (Completion Rate))
BUT
- Limit the amount of missions you can stack depending on the Pilot's Federation Rank. Each Rank would give 1 mission slot for the player to use.
- Scale mission rewards even more depending on the Reputation with the Local Faction and amount Especially Massacre missions where you have to kill 50-100 ships that take for eons to do. or even the new wing missions where you shuffle tons and tons of cargo.
- Put a limiter on Mode switching from Open or Private, by adding 15 minute cool down to switching modes after going to main menu. You can log back in to the same mode you left immediately, but you cant move to another mode. Solo is except, and you should always be able to go from Solo -> Open / Private (Sometimes you want to play alone till a friend comes online), but not the other way around. (Would probably help with combat logoffsky too)
- BGS Effects ticks should be faster when player activity increases for a group of systems. Forexample the "Purple Hand Gang" should have already lost those settlements and lost the Civil War, meaning the missions would be gone, OR now be assaults against a legal entity and incur bounties.
About the Limits:
Currently 20 missions is the limit.
Instead bind the limit to the PF (Main Three) Rank:
- You start out as Harmless / Aimless / Pennyless with 6 Mission slots. Each rank in any category gives you a mission slot. Basically the higher rank you have, the more trust PF has in you to completing your contracts. Especially considering that contracts tend to be so short anyway (1 day most, 1 week for substancial amounts, while 4 weeks for long range)
- Being Expert / Merchant / Trailblazer would give you 18 slots.
- If you are Triple elite, you have 30 mission slots.
The reasons:
- This slows down the rep gain from doing missions to fresh players, but still allows them to participate and eventually gain lots of cash that they normally wouldn't get: However this still limits them from jumping too many ships ahead (sidey->Anaconda level) in less than aday. Its not like a new player is going to be doing more than 5 missions at the time due to cargo space, or due to mission requirements (tend to be smaller amounts) at the start, but as they play they would be experimenting with that more.
- Still allows completion of multiple missions in quick succession meaning feeling of progress, especially since you can on rank ups get even more missions.
- Allows those who've spent time doing other types of activities to enjoy the full benefits from such an occurrence
- Lessen Mode switching to flip boards, as you can cap out missions anyway.
The entire situation imo is actually a Valid one, but by the time it became popular, the BGS should have already updated as the influence levels are below 2%. Why would a faction still own two Settlements at that point? BGS should control that sorta thing more quicker.
After all, we commanders are supposed to be opportunists.
I personally dont have any issues with making bank, especially since I have big ships to upkeep, but the missions payouts suck in general, and even Wing Missions arent that great, and for new players looking at the prices, its frustraiting. But in anycase, here is my suggestion:
There is a pattern emerging with most of the money making missions: there are two pillars
- Stacking of Missions
- Doing all missions at the same time fast, or in quick succession.
Doing missions fast seem to have died out with kill missions awarding one kill per mission, but no all missions at the same time (mostly), although the Skimmers are definitely an exception. Increasing the range until spawn would slow it down a bit, but its no a root issue imo.
I think Stacking Missions is the main culprit here.
So how about the following idea to lessen the amount of times FDEV has to do whack-a-mole.
- Allow Board refreshing manually (instead of cycling between modes) OR
- Share all missions in all modes but Mission amounts should be effected by current amount of players (Supply (Pop) vs demand (Completion Rate))
BUT
- Limit the amount of missions you can stack depending on the Pilot's Federation Rank. Each Rank would give 1 mission slot for the player to use.
- Scale mission rewards even more depending on the Reputation with the Local Faction and amount Especially Massacre missions where you have to kill 50-100 ships that take for eons to do. or even the new wing missions where you shuffle tons and tons of cargo.
- Put a limiter on Mode switching from Open or Private, by adding 15 minute cool down to switching modes after going to main menu. You can log back in to the same mode you left immediately, but you cant move to another mode. Solo is except, and you should always be able to go from Solo -> Open / Private (Sometimes you want to play alone till a friend comes online), but not the other way around. (Would probably help with combat logoffsky too)
- BGS Effects ticks should be faster when player activity increases for a group of systems. Forexample the "Purple Hand Gang" should have already lost those settlements and lost the Civil War, meaning the missions would be gone, OR now be assaults against a legal entity and incur bounties.
About the Limits:
Currently 20 missions is the limit.
Instead bind the limit to the PF (Main Three) Rank:
- You start out as Harmless / Aimless / Pennyless with 6 Mission slots. Each rank in any category gives you a mission slot. Basically the higher rank you have, the more trust PF has in you to completing your contracts. Especially considering that contracts tend to be so short anyway (1 day most, 1 week for substancial amounts, while 4 weeks for long range)
- Being Expert / Merchant / Trailblazer would give you 18 slots.
- If you are Triple elite, you have 30 mission slots.
The reasons:
- This slows down the rep gain from doing missions to fresh players, but still allows them to participate and eventually gain lots of cash that they normally wouldn't get: However this still limits them from jumping too many ships ahead (sidey->Anaconda level) in less than aday. Its not like a new player is going to be doing more than 5 missions at the time due to cargo space, or due to mission requirements (tend to be smaller amounts) at the start, but as they play they would be experimenting with that more.
- Still allows completion of multiple missions in quick succession meaning feeling of progress, especially since you can on rank ups get even more missions.
- Allows those who've spent time doing other types of activities to enjoy the full benefits from such an occurrence
- Lessen Mode switching to flip boards, as you can cap out missions anyway.
The entire situation imo is actually a Valid one, but by the time it became popular, the BGS should have already updated as the influence levels are below 2%. Why would a faction still own two Settlements at that point? BGS should control that sorta thing more quicker.
After all, we commanders are supposed to be opportunists.
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