So we've had a couple of statements now, myself included, where we've said we should be focusing on improvements. I'll confess to not being the best ideas person in the world, but in the spirit of trying to move this discussion along in what I feel is the right direction I thought I'd step up and have a go at presenting an idea.
So focusing on one of the 'grinds' - naval progression.
At the moment we only receive naval specific missions in order to rank up to the next level. For our day to day rank percentage it's just standard faction based missions. So for example for me currently I am Federal ranked as Post Captain and I know it will take me 4-5 delivery missions to increase myself by 1%.
I'd like to see a small spattering of fast track naval missions on the mission boards. Not a lot of them, but from time to time so it makes you want to grab it. These should be high risk/high reward. So in regards to that aspect maybe the reward should be 5% added to my naval percentage, but the risk should be a deduction of 2% on failure (percentage would obviously vary based on your current rank, and I think for lower ranked players their risk shouldn't be quite so high).
Maybe we could have a mission to infiltrate an under construction capital ship, in transit, having no active weapons but having a wing guard. We'd have to take out a specific objective on the ship, maybe the power plant for example to halt/delay the transit.
For the more mid/long term oriented people I could expand on the above objective and say let's have a similar one on a wider scale. This would then be scheduled for a certain time (maybe 3 days in advance), but would have wider mission availability for all players in an attack or defend mechanic based on for which navy you are fighting.
As I said I'm not the greatest ideas person but I did want to throw something out there to try and help the discussion - maybe somebody else can expand on the above, or it might help somebody else come up with a new idea.
+1 from me also.
(Although I think that failure meaning loss of the time invested in the mission would be enough penalty (no need to deduct rank) if the mission is long enough.)
For me, the way ED PvE should head is towards an alternative to (not a replacement for) the current time'n'Netflix model of low- or no-skill, none-achievement time-gating.
I have no problem with all of that staying as is for those who find it relaxing but I would like to see another tier of rewards added, whereby the principal thing required of the player is skill development.
Examples: I understand that there are Cmdrs out there who are highly skilled at driving the buggy, at racing around stations or in canyons, at smuggling into stations without being scanned, at finding trade routes or at doing whatever it is that explorers do. Some I gather are even good at travelling around in SC faster than others (to do with approaching stations and bodies etc.)
At the moment these are all things I don't really pay attention to but they are all in the game. I know that if (eg) you're a bit better with the buggy you might get a marginally better mat farm per hour but, really, these things are just that - marginal.
Combat examples are obvious (eg, take down this Annie with this Eagle for this massive reward) but what about other skill progressions based on the above, such as:
- Drive to / around / within this base, you'll have to be ultra-quick to do it
- Same re flying ships, perhaps concerning canyons and all that
- Same with smuggling, trading
- Same with doing an A>B cargo transport mission but one that makes every single second count
There are probably many other areas of the game whereby players would welcome being encouraged to achieve real progress rather than just '
travel 5,000 Ly from start'...
Remember the fun you had trying to beat your best time on your favourite track on Mario Kart? While not a racer myself, this is what I mean. Not just, '
RNGineer will talk to you when you have been around that track 1000 times.'