Community missions - smaller sister of community goals.

So community missions can look like this:

We have a system controlled by faction A.

3 stations and 2 outposts.

Faction A is controlling the system.

Faction A (democracy): 85% influence
2 stations and 1 Outpost.

Faction B (anarchy): 10% influence
1 Station , 1 Outpost

Players are supporting faction A.

Today is inpossible for faction A to take controll over the all station in the system.

So we can have community missions like "Get rid of pirates from system"

Missions will appear very rarely.

To complete them and trigger a war with pirates will take a lot of players like 10-20 , but nit 2000 like it is in community goals.

There will be no rewards. Just players playing rpg.

This situation that i proposed is just to show example. Another example is to colonize system community mission when completed will triger colonization community goal.

Edit: about colonization community misions : there is no problem that player will colonize 3000 ly in a year, if you will leave colonization comunity goals at today lvl. even if there will bw 20 colonization trigered by community missions only 3-6 will be completed, but at lest players who are playing rpg group will have chace to make it.
 
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