Since it's been a few years and the pool of templates for missions have worn thin for the existing gaming mechanics.
We look to now to Beyond with the promised love to the core careers as the game move forwards:
people expect new mechanics and new gameplay loops.
But Missions, always need to dip into these new resources.
Since so many seam to have "ideas" about missions are bad, boring and repetitive;
it's time to give a little back to FDEV, and we can collate our ideas.
Design Brief:
This is your basic summary of the mission. Single, chained & branched (choices). Think of Careers.
Write a story. Concentrate on the feeling of what it would be like.
I would be awesome to have to find a large asteroid to mine (for self or client) just like in the trailer.
It would feel powerful with a fleet of ships of an aligned faction/power to an actual war zone, or hold the line in defending a station or groundbase, but then the choas and panic creeps in as the our lines faulter.
I want a white-knuckle ride with a canyon run, to drop off some cargo, complete with time for the client.
I want to sneak into a large facility and pick up some delivery, or steal some data from a datapoint (I had one of these occur naturally in game). Manifest scan an annaconda for some goodies, only for have played dead to lure you in,
calm and chilled?
Frantic and sweaty?
strange & bizare?
nervous, heist?
Template:
Requirements and expectation of the player.
Career Skills required : merc/pirate/smuggler/miner/trader/explorer (Harmless->Elite)
Expected Challenge: Long distance jumping (but then....) high volume trade capacity.
Equipment Required: Existing ship/weaponry/modules or something of your own invention.
Journey Out: What can we expect.
Middle Part 1:
Middle Part 2:
Middle Part as many you like:
Journey Home:
Make use of:
[Location] Planets/outposts/CQC assets/Invent your own.
[Triggers] & [Events]
(whether an action such as a scan, cargo pick, arrival at a waypoint, spawns in something or triggers something)
[Characters]
[Alliances (rep)] & [Conflicts of interest]
Things to consider: Skillset.
As an aside, and and something to think about, but don't let it distract you...
Me and another fellow commander was talking about, too much emphasis is put onto increasing the number require goal from X to Y (and some AI tweaks) to denote an increase Challenge and merit higher skill and mastery.
The disconnect being that skilled pilots can perfom this challenge in smaller ships, where as larger ships have a natural capability.
Say an Elite merc and an Elite trader. Both earned their ships fair and square but one will find the new Quantity of Goal, hard, and the other may not.
Either way the high skill level denoted by Fetch Y / Move Y / Destroy Y) offers no different gameplay the lower level (Fetch X / Move X / Destroy X)
Mix and match actual game-loops and mechanics as a resource,
So as the skill level increases (in your template) you can use Fetch More X if you like.
or you can increment the number of tasks and mixture of skills/proffesion/ship-types (but not too far off the core career).
This could be in one set mission, or broken down into chained/branched mission.
So you could have a long-distance supply run, in small quantites, but then volume increases as does the distance and number of locations one must drop off as the skill level increases, and some scanning to find some locations to drop off ship-to-ship.
Forcing a commander to sabotage Reputation could also be thought of as a higher "skill"
We look to now to Beyond with the promised love to the core careers as the game move forwards:
people expect new mechanics and new gameplay loops.
But Missions, always need to dip into these new resources.
Since so many seam to have "ideas" about missions are bad, boring and repetitive;
it's time to give a little back to FDEV, and we can collate our ideas.
Design Brief:
This is your basic summary of the mission. Single, chained & branched (choices). Think of Careers.
Write a story. Concentrate on the feeling of what it would be like.
I would be awesome to have to find a large asteroid to mine (for self or client) just like in the trailer.
It would feel powerful with a fleet of ships of an aligned faction/power to an actual war zone, or hold the line in defending a station or groundbase, but then the choas and panic creeps in as the our lines faulter.
I want a white-knuckle ride with a canyon run, to drop off some cargo, complete with time for the client.
I want to sneak into a large facility and pick up some delivery, or steal some data from a datapoint (I had one of these occur naturally in game). Manifest scan an annaconda for some goodies, only for have played dead to lure you in,
calm and chilled?
Frantic and sweaty?
strange & bizare?
nervous, heist?
Template:
Requirements and expectation of the player.
Career Skills required : merc/pirate/smuggler/miner/trader/explorer (Harmless->Elite)
Expected Challenge: Long distance jumping (but then....) high volume trade capacity.
Equipment Required: Existing ship/weaponry/modules or something of your own invention.
Journey Out: What can we expect.
Middle Part 1:
Middle Part 2:
Middle Part as many you like:
Journey Home:
Make use of:
[Location] Planets/outposts/CQC assets/Invent your own.
[Triggers] & [Events]
(whether an action such as a scan, cargo pick, arrival at a waypoint, spawns in something or triggers something)
[Characters]
[Alliances (rep)] & [Conflicts of interest]
Things to consider: Skillset.
As an aside, and and something to think about, but don't let it distract you...
Me and another fellow commander was talking about, too much emphasis is put onto increasing the number require goal from X to Y (and some AI tweaks) to denote an increase Challenge and merit higher skill and mastery.
The disconnect being that skilled pilots can perfom this challenge in smaller ships, where as larger ships have a natural capability.
Say an Elite merc and an Elite trader. Both earned their ships fair and square but one will find the new Quantity of Goal, hard, and the other may not.
Either way the high skill level denoted by Fetch Y / Move Y / Destroy Y) offers no different gameplay the lower level (Fetch X / Move X / Destroy X)
Mix and match actual game-loops and mechanics as a resource,
So as the skill level increases (in your template) you can use Fetch More X if you like.
or you can increment the number of tasks and mixture of skills/proffesion/ship-types (but not too far off the core career).
This could be in one set mission, or broken down into chained/branched mission.
So you could have a long-distance supply run, in small quantites, but then volume increases as does the distance and number of locations one must drop off as the skill level increases, and some scanning to find some locations to drop off ship-to-ship.
Forcing a commander to sabotage Reputation could also be thought of as a higher "skill"