The best solution continues to be serving missions to the player based on a selection of categories defined by the user. These categories are:
- Faction; and
- Mission Type
Faction is self explanatory, Mission Type can be as broad as "Combat, Trade, Passenger, VIP Passenger, Salvage, Crime" or as narrow as individual mission templates, honestly, I don't care much, however the *available* mission types will be restricted based on Faction Government Type, Economy and State. Details of missions will still be procedurally generated (destination, cargo etc), so couple this with a reputation penalty if you refuse all the missions offered and request a new set, and you have a robust system that *still* allows mission stacking without board flipping, and still offers plenty of diversity, and fixes *so many issues*.
- Luxury Cabins are finally fixed, because you can have a request category for luxury passengers
- Casual players who don't want to refit their ship entirely just to do a couple missions of a certain type of mission they want to do, and it's readily available
- Random people are satisfied because they can *still* take whatever they like
- BGS runners are satisfied because they can reliably get missions from their faction (1)
- Mission stackers are satisfied because the mission type they want is reliably available
- The mission server is satisfied because it can deliver a smaller amount of missions that are *much closer* to what the player wants (currently, 80-95% of the mission server's effort is wasted. Simplest case is that most boards generate ~ 100 missions... you can only accept a maximum of 20.
- You can add a category for wing missions/long range etc. to remove the "spam" that these types of missions can generate if you can't/won't do these; and most importantly
- FD CAN CREATE NEW MISSION TEMPLATES, because now we can filter what we like, rather than lying prostrate before the altar of RNG.
I've harped on about this in many other threads... so I know based on the above description you can pick some holes, but I'll take a moment to assure you I've thought of those holes. It's simply a more sensible approach, generate 20 missions an order of magnitude faster that the player has asked for, rather than 100 missions the player may have no interest in.