Amalgamate the Missions Board into a unified system wide list where applicable. Discuss the benefits to this?

No, because I specifically spoke of the generic missions, such as the assassination and pirate killing missions etc, all carried out in different systems. I made reference to station specific missions still being drafted exclusively at that particular station.

There are some mission types from the factions available that could be shared and paid out from the station of preference to you.

There is no reason you cannot imagine delivery missions to be the same, since the faction simply allocates the product as cargo and you're not actually taking them from the market supply count.
Interesting point about taking from the market pool. I will look into that when i get home. I will agree that a pirate nuisance should be the same nuicance for a faction in ANY system. I could go along with that.
 
Tl;dr the solution is to pre-empt the users preference for missions by faction and broad mission type (trade, combat, specialist, criminal, for example). This is not "filtering" a list of 100 randomly generated missions, rather, generating 20 missions based on a set of preferences. Currently, at minimum 80% of process time is wasted effort because of the 20-mission limit, at worst 95-99% wasted effort when you factor in player preference, equipment and capability.

Missions shouldn't take into consideration the pilot's preferences at all, in my opinion. They are generated based on local state, factions, etc. (i.e. what is required locally). The pilot has nothing to do with it - they simply rock up and see what is available. There may not be any missions at a particular station that you want to take - that isn't an issue, you just need to go somewhere else. If missions take into account a user's preference for the generation of them, then it will make travelling pointless (you can just use a single station to get all your missions), and I suspect it would adversely affect the BGS.

If you go to a job centre, they don't make up jobs based on what you want. They have a list of jobs that are available, and you get to choose from them. It may be that none of them are suitable.
 
They are generated based on local state, factions, etc. (i.e. what is required locally).

This is often cited, and totally inaccurate.

Before I go on, "Mission Type" is the base type of the mission; that is:
  • Delivering Food and Delivering Weapons are the same base type (Both Delivery missions)
  • Delivering Weapons and Sourcing Weapons are different base types (Delivery in the former, Sourcing in the latter)
Government type makes no difference to available mission types, except for two things:
  • Flavour text (which bears no impact on the actual mission)
  • (Criminal) Anarchy factions, which have their own set of missions they generate from
State barely makes a difference to the availability of mission types. It may changes the underlying cargo types (such as food in famine, medicines in outbreak); but the underlying available mission types are no different between the states. That is, for example:
  • In Famine, you have the following mission types: Assassination, Massacre, Source, Deliver, Courier, Salvage, Skimmer Destruction, Powerplant Destruction, Donation, etc
  • In Investment, you have the following mission types: Assassination, Massacre, Source, Deliver, Courier, Salvage, Skimmer Destruction, Powerplant Destruction, Donation, etc
  • In War, you have the following mission types: Assassination, Massacre, Source, Deliver, Courier, Salvage, Skimmer Destruction, Powerplant Destruction, Donation, etc
There is fundamentally zero difference between the types of missions made available. In fact, if you go back and read my old suggestion which I linked about taking into account pilot preference, I actually suggested that not all mission types should be available in any state/government combination... such as:
  • Corporate factions in Famine should not be offering combat missions at all, but should be offering plentiful trade missions to purchase food.
  • Conversely, a Dictatorship should not be offering Trade missions in Famine, but should be offering missions to hijack trade ships for food, under the pretense of "seizing it for the state"
People give the current mission system way too much credit. During a Investment, you can have a board full of cargo deliveries one minute, and a board full of Surface-Scan missions the next. It weighs so heavily on RNG, there's no fundamental variation in mission board generation based on Faction or State.
 
This is often cited, and totally inaccurate.

Before I go on, "Mission Type" is the base type of the mission; that is:
  • Delivering Food and Delivering Weapons are the same base type (Both Delivery missions)
  • Delivering Weapons and Sourcing Weapons are different base types (Delivery in the former, Sourcing in the latter)
Government type makes no difference to available mission types, except for two things:
  • Flavour text (which bears no impact on the actual mission)
  • (Criminal) Anarchy factions, which have their own set of missions they generate from
State barely makes a difference to the availability of mission types. It may changes the underlying cargo types (such as food in famine, medicines in outbreak); but the underlying available mission types are no different between the states. That is, for example:
  • In Famine, you have the following mission types: Assassination, Massacre, Source, Deliver, Courier, Salvage, Skimmer Destruction, Powerplant Destruction, Donation, etc
  • In Investment, you have the following mission types: Assassination, Massacre, Source, Deliver, Courier, Salvage, Skimmer Destruction, Powerplant Destruction, Donation, etc
  • In War, you have the following mission types: Assassination, Massacre, Source, Deliver, Courier, Salvage, Skimmer Destruction, Powerplant Destruction, Donation, etc
There is fundamentally zero difference between the types of missions made available. In fact, if you go back and read my old suggestion which I linked about taking into account pilot preference, I actually suggested that not all mission types should be available in any state/government combination... such as:
  • Corporate factions in Famine should not be offering combat missions at all, but should be offering plentiful trade missions to purchase food.
  • Conversely, a Dictatorship should not be offering Trade missions in Famine, but should be offering missions to hijack trade ships for food, under the pretense of "seizing it for the state"
People give the current mission system way too much credit. During a Investment, you can have a board full of cargo deliveries one minute, and a board full of Surface-Scan missions the next. It weighs so heavily on RNG, there's no fundamental variation in mission board generation based on Faction or State.
I disagree. Having worked a faction for quite some time in 15 systems. I DO see the effects of states om stations. We have also seen the effects of the cargo available for trade. Now to be fair most of our observations are on the trade aspect but we do see them. Daily.
 
I disagree. Having worked a faction for quite some time in 15 systems. I DO see the effects of states om stations. We have also seen the effects of the cargo available for trade. Now to be fair most of our observations are on the trade aspect but we do see them. Daily.
Not what I was saying.

States/Factions do affect:
  • Available cargoes on market (legalities and stuff)
  • Price of various goods on the market
  • Availability of goods (whether through demand or legality)
There's some cool things like how Food becomes illegal during Outbreak. Things like this are a neat touch. These also have nothing to do with missions.

For fundamental types of missions available, there is barely any difference. Famine and Outbreak do preference generation of source missions, as does War favour Massacre missions, but it doesn't fundamentally change any of the available mission types. For example, War state, compared to state:
  • Source Weapons (Source mission)
  • Deliver Weapons (Deliver Mission)
  • Wartime scan of surface installation (Surface Scan)
  • Donate to the cause (donation)
  • Assassinate deserter (Pirate Assassination)
  • Massacre Deserterd (Massacre Pirates)
  • Destroy Skimmers (virtually the same)
  • Steal military intelligence (Hijack mission)
  • Recover Military Plans (Salvage)
Compare against the Investment state
  • Source goods (Source mission)
  • Deliver goods (Deliver Mission)
  • Economic scan of surface installation (Surface Scan)
  • Donate to the cause (donation)
  • Assassinate Pirate Lord (Pirate Assassination)
  • Massacre Pirates (Massacre Pirates)
  • Destroy Skimmers (virtually the same)
  • Steal gems (Hijack mission)
  • Recover Trading Data (Salvage)
It's just a flavour change.

Just for clarity: You might go "Deserters aren't pirates!".... but those missions are always targeting a wanted ship, belonging to an anarchy/criminal faction. It's functionally identical.
 
Missions shouldn't take into consideration the pilot's preferences at all, in my opinion. They are generated based on local state, factions, etc. (i.e. what is required locally). The pilot has nothing to do with it - they simply rock up and see what is available. There may not be any missions at a particular station that you want to take - that isn't an issue, you just need to go somewhere else. If missions take into account a user's preference for the generation of them, then it will make travelling pointless (you can just use a single station to get all your missions), and I suspect it would adversely affect the BGS.

If you go to a job centre, they don't make up jobs based on what you want. They have a list of jobs that are available, and you get to choose from them. It may be that none of them are suitable.
But couldn't you also say that there is a much larger pool of jobs available, but your terminal is filtering them for you based on the type of employ you are searching for?
 
Not what I was saying.

States/Factions do affect:
  • Available cargoes on market (legalities and stuff)
  • Price of various goods on the market
  • Availability of goods (whether through demand or legality)
There's some cool things like how Food becomes illegal during Outbreak. Things like this are a neat touch. These also have nothing to do with missions.

For fundamental types of missions available, there is barely any difference. Famine and Outbreak do preference generation of source missions, as does War favour Massacre missions, but it doesn't fundamentally change any of the available mission types. For example, War state, compared to state:
  • Source Weapons (Source mission)
  • Deliver Weapons (Deliver Mission)
  • Wartime scan of surface installation (Surface Scan)
  • Donate to the cause (donation)
  • Assassinate deserter (Pirate Assassination)
  • Massacre Deserterd (Massacre Pirates)
  • Destroy Skimmers (virtually the same)
  • Steal military intelligence (Hijack mission)
  • Recover Military Plans (Salvage)
Compare against the Investment state
  • Source goods (Source mission)
  • Deliver goods (Deliver Mission)
  • Economic scan of surface installation (Surface Scan)
  • Donate to the cause (donation)
  • Assassinate Pirate Lord (Pirate Assassination)
  • Massacre Pirates (Massacre Pirates)
  • Destroy Skimmers (virtually the same)
  • Steal gems (Hijack mission)
  • Recover Trading Data (Salvage)
It's just a flavour change.

Just for clarity: You might go "Deserters aren't pirates!".... but those missions are always targeting a wanted ship, belonging to an anarchy/criminal faction. It's functionally identical.
That is true but even so you listed 9 different mission types (not including mining missions or skimmer missions and AX missions). Thats a nice number for variety though i wouldnt argue against more, more is always better. Often though you wont see all of these on the mission boards. More often than not a faction will only have a couple of these at a time and just one type. Only in investment do i see many different types. Alot of stations dont offer mining missions and are mostly on terraforming stations. I see extraction systems demanding explosives and offering gold palladium or silver for mega money if a trade route is maintained steadily and being allied. We work systems that i imagine many dont visit (small stations and small pop) and make 9-12 million per mission making 1 jump of 6-12 ly. We then haul goods back to the industrial stations to keep the explosives missions paying well. My point is that there is a lot to do om the mission boards of you are working systems....not so much if you limit yourself to one type of gameplay
 
More often than not a faction will only have a couple of these at a time and just one type.

That's a whole other issue around mission board "blobbiness" that I'm not going to go into now... tl;dr if a mission board is going to generate missions, it has a natural tendency to favour generating heaps of the one type of mission (thus; why there's still often complaints about "too many wing missions"... or this old issue I raised way back in another beta. For the record, FD never fixed this problem. They just made long-range missions only occur at Tourist economies.). Unfortunately, even Investment suffers from this.

What actually has a much more significant impact on the type of missions available is economy type and the different types of economies/systems around, which is what I think you were getting at with your post. I was specifically addressing the impact of State/Faction (Government Type) on missions, which is almost zero.

Economy and surrounding systems have a much bigger impact on the types of mission available, but it's equally flawed and prone to errors. For an example, there's a good volume of systems in the area i operate in... approximately 40 within a 20LY radius. Any one of them offers assassinate pirate lord missions to any number of neighbour systems... except one. That one in particular will only generate missions to a single target system, always targeting the same faction. Other issues exist too:
  • Some facilities are never the target of Surface Scan missions (for the targeted template type), or Powerplant sabotage missions.
  • Because Mining missions spawn in stations where there's no organic mineral/metal production, counterintuitivelyt that makes Colony/Agriculture/Terraforming economies the best stations to find mining missions, despite those sorts of economy types having minimal practical use for raw materials like that,
Just two examples, because there's a multitude of other ones that have very convoluted circumstances beyond what I feel like typing up at the moment. But they're common. Either way, this is kinda departing from the main issue here:

OP's problem is that for larger systems, they want more missions delivered to them, probably so they can have more missions of the type they want available to while still stuck behind the 20-mission limit. Without knowing why there's a cap of =~ 100-120 missions, the fix may not be simple. Instead, what we do know is 80-95% of missionboard generation is wasted effort, and the primary cause of boardflipping is because given enough RNG spinning (because that's the primary determining factor of what missions are offered) you'll get what you're after. So given that, the only way around that is to pre-empt mission generation with some preferences for the player.

At the very least, if people can't see at eye-level on being able to pre-empt mission board generation based on Catgory of mission, pre-empting for faction would still be highly effective.

PS:
That is true but even so you listed 9 different mission types (not including mining missions or skimmer missions and AX missions).
  • Availability of mining missions is based on whether there's materials available for that economy or not, not state or faction
  • Skimmer missions are also available regardless of state or faction.
  • AX missions are situational and specific to the megaships which spawn in that system. Go to any bog-standard station in an infested system and be surprised by the lack of AX missions.
 
This is often cited, and totally inaccurate.

What I wrote is 100% accurate - you're arguing against something I didn't write. I didn't get into specifics, but the local states/environment (which includes far more than I mentioned, I'm not simply referring to faction states) are what defines the missions available. Faction types, system types, world types. These all affect it.
 
But couldn't you also say that there is a much larger pool of jobs available, but your terminal is filtering them for you based on the type of employ you are searching for?

You could say a lot of things! I should add, I wouldn't object to more missions. Just so long as missions aren't created for the commander personally (I would not like that at all). ;) Everyone looking at the mission board at the same station at the same time should see the same missions. The only exception to this would be if some missions were only available to allies or similar (but again, they'd be available to all allies).
 
I don’t see any advantage to me of spending more time at a mission board and less time flying around especially as I usually only use the mission board to sign on to CGs or when I occasionally want to find a an acceptable rank up mission.

Having mission boards sortable would be advantageous even for such rare users of them as myself.
 
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