A little premise: in the last few months I had a little "vacation" from Elite Dangerous, sometimes it happens to everybody in here, then I was back with Odyssey and started the grind for engineers and personal equipment.
And surprise surprise: I had a lot of fun doing that.
This is mostly because I found out I had to do multiple different actions to gather materials faster (especially missions) and even if grinding makes things repetitive anyway (like raiding a settlement clean even if you are doing a lawful mission), I honestly had fun with the game itself maybe for the first time in years (when usually the "fun" is looking at the results of the actions I usually did).
Then I came back to my usual business, basically playing the BGS to have results (Powerplay related in my case) and suddenly the funny part was gone.
This is mostly because influence is affected by many aspects (like bounty hunting, fellony, positive or negative trading, smuggling etc.) and missions are often the far less effective way to see a tangible change in BGS, because they are basically time spending (especially the most funny Odyssey missions) and INF reward is usually totally unbalanced towards the easiest missions (delivery etc).
In the end a player willing to affect the BGS will be "forced" to ignore the most funny features of the game, and this is a great flaw in game design in my opinion.
So here is a little proposal about how to "fix" things, and make the players involved ability really matter instead of their perseverance in doing the same repetitive actions.
CHAPTER 1 - REBALANCE INF REWARD FOR MISSIONS
Right now we've got basically 1 up to 5 "points" of INF reward for every mission, but we have the optional influence reward that, sometimes, makes even a very easy and fast mission like a data delivery extremly effective. As I said before, the result is that the player will look for those kind of missions mostly to be most effective, ignoring other more difficult and time spending. I believe that INF should be assigned to missions considering:
Of course the INF optional reward should be no more because it would make things unbalanced.
CHAPTER 2 - ECONOMY AND SECURITY
These states should become more important in giving better INF missions for the faction too, in particular:
CHAPTER 3 - ONLY MISSIONS MATTER FOR INF
This might be one of the most divisive things in this proposal: other actions (trading, bounty hunting, smuggling, killing security etc) should only affect their respective states (economy and security), this way they'd have an indirect effect over INF by triggering economy and security states, but at least they would not become the best choice to actively move INF, forcing players to repetitive (and let's say it: far too easy) actions.
CHAPTER 4 - ONLY SUCCESSFUL ACTIONS MATTER
Right now failing missions have a negative effect over factions and this is usually without consequences. Yes, you can become hostile too, but every experienced BGS player knows too well how easy it is to build up reputation again. And: failing missions is one of those easy things that only need stubborness. On the other hand is understandable that we need "something" to hit other factions, because diluting them with positive actions toward other factions can be painful and, again, not funny at all. I think we need a new contact, a sabeuteur contact to understand what I mean, that gives negative missions towards the factions of that system. This would make things spicier and, again, ability driven (these missions should be quite difficult imho); in this particular case negative states would give the most effective missions to successfully sabotage a faction.
Anf that's it, this is just a couple of ideas to make the BGS more interesting and engaging, instead of the grind fest which is it right now.
This kind of BGS would prove most effective to almost nullify actions that could be easily scripted, making it even slower in some way, to make it more realistic.
And you? What would you change in BGS to make it more interesting and less repetitive?
And surprise surprise: I had a lot of fun doing that.
This is mostly because I found out I had to do multiple different actions to gather materials faster (especially missions) and even if grinding makes things repetitive anyway (like raiding a settlement clean even if you are doing a lawful mission), I honestly had fun with the game itself maybe for the first time in years (when usually the "fun" is looking at the results of the actions I usually did).
Then I came back to my usual business, basically playing the BGS to have results (Powerplay related in my case) and suddenly the funny part was gone.
This is mostly because influence is affected by many aspects (like bounty hunting, fellony, positive or negative trading, smuggling etc.) and missions are often the far less effective way to see a tangible change in BGS, because they are basically time spending (especially the most funny Odyssey missions) and INF reward is usually totally unbalanced towards the easiest missions (delivery etc).
In the end a player willing to affect the BGS will be "forced" to ignore the most funny features of the game, and this is a great flaw in game design in my opinion.
So here is a little proposal about how to "fix" things, and make the players involved ability really matter instead of their perseverance in doing the same repetitive actions.
CHAPTER 1 - REBALANCE INF REWARD FOR MISSIONS
Right now we've got basically 1 up to 5 "points" of INF reward for every mission, but we have the optional influence reward that, sometimes, makes even a very easy and fast mission like a data delivery extremly effective. As I said before, the result is that the player will look for those kind of missions mostly to be most effective, ignoring other more difficult and time spending. I believe that INF should be assigned to missions considering:
- time necessary to complete the mission
- the effective difficulty of the mission itself
- the preparation to complete the mission (for example if a bigger ship is needed, if engineering is something strongly adviced, etc)
- the risk to fail the mission itself (which is the most important thing)
- the problems that completing the mission could do to the player (becoming wanted, notorious etc)
- the economy and security states of the faction giving the mission in relation of the type of mission offered (will come back later to that)
Of course the INF optional reward should be no more because it would make things unbalanced.
CHAPTER 2 - ECONOMY AND SECURITY
As I was saying.the economy and security states of the faction giving the mission in relation of the type of mission offered (will come back later to that)
- positive economy states should give boosts in INF to economical flavoured missions
- negative economy states should make economical flavoured missions less effective in terms of INF
- positive security states should give boosts in INF to security and combat missions in general
- negative security states should make security and combat missions in general less effective in terms of INF
CHAPTER 3 - ONLY MISSIONS MATTER FOR INF
This might be one of the most divisive things in this proposal: other actions (trading, bounty hunting, smuggling, killing security etc) should only affect their respective states (economy and security), this way they'd have an indirect effect over INF by triggering economy and security states, but at least they would not become the best choice to actively move INF, forcing players to repetitive (and let's say it: far too easy) actions.
CHAPTER 4 - ONLY SUCCESSFUL ACTIONS MATTER
Right now failing missions have a negative effect over factions and this is usually without consequences. Yes, you can become hostile too, but every experienced BGS player knows too well how easy it is to build up reputation again. And: failing missions is one of those easy things that only need stubborness. On the other hand is understandable that we need "something" to hit other factions, because diluting them with positive actions toward other factions can be painful and, again, not funny at all. I think we need a new contact, a sabeuteur contact to understand what I mean, that gives negative missions towards the factions of that system. This would make things spicier and, again, ability driven (these missions should be quite difficult imho); in this particular case negative states would give the most effective missions to successfully sabotage a faction.
Anf that's it, this is just a couple of ideas to make the BGS more interesting and engaging, instead of the grind fest which is it right now.
This kind of BGS would prove most effective to almost nullify actions that could be easily scripted, making it even slower in some way, to make it more realistic.
And you? What would you change in BGS to make it more interesting and less repetitive?