It occurred to me that chained missions could make for lovely bounty hunting 'tracking' scenarios - if there is a way to maintain state across chain segments.
The hunt would consist of several 'mission target' segments as follows:
For more difficulty, the intermediate segments could be complicated by the appearance of NPC 'henchmen'.
The segments (apart from the 'showdown' ones) could be recombined in arbitrary order for variety.
The hunt would consist of several 'mission target' segments as follows:
- Space wreckage salvage: wreck of victim, gives location of loot cache, inbox hints about weapons loadout of target >
- Surface commodity salvage: cache of some stolen goods left by target, gives inbox message for next mission, >
- Anarchy station: where rest of goods sold. docking gives message from informant about hideout >
- Space Weapons Fired PoI: target found attacking a freighter. Kill now or if they high wake, fail or follow for >
- Surface assassination: hideout base, with pirate lord NPC target. ||
- Assassination: target hiding in rings ||
- Outpost assassination: target hiding at outpost, launches as player approaches.
For more difficulty, the intermediate segments could be complicated by the appearance of NPC 'henchmen'.
The segments (apart from the 'showdown' ones) could be recombined in arbitrary order for variety.
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