I am a long-time player dating back to the XBOX beta. Thanks for implementing several of the things I requested, like the ability to store and transfer modules, the exploration-focused engineer upgrades, and the ability to filter your hyperspace route to only stop at systems with certain properties, etc. Below are some suggestions for the missions system.
General facts about the current game, which are related to the root causes of the problems that I would like to see ameliorated:
(i) Players end up re-logging between game modes until they get the mission they want, due to (B). Players don't LIKE to re-log, though, and would avoid it if possible.
(ii) Players end up re-doing the same kinds of repetitive, high-paying, local-sytem, stackable missions, due to (A), (C), (F), and especially (H).
• Players especially tend to focus on missions in the same star system, because you need to come back to the same system to keep grinding up reputation there—caused by (C).
• This makes mission that span star systems much more odious due to (F), because if you are trying to grind up a particular faction, if you took a remote mission, now you have to land at three stations (giver, turn-in, and giver again) instead of two, since the turn-in station will not necessarily give out missions that help your rank with the faction you are trying to grind up in.
• If you fix (H) then there would not be a need to limit the number of missions people can take at the same time, but as far as I'm aware, 2.3 so far is set to limit the number that can be stacked anyway, which goes too far if you ask me.
(iii) Players similarly avoid missions that take a long time (stuff like "kill X number of Y ships in the Z system" or "deliver X units of Y to Z system"), due to (A) and (C)—but also due to (E) meaning that you don't know if any additional relationship/rank payoff will make a more odious mission worth the extra time and/or risk.
(iv) Players avoid taking multiple missions with short timers that take place in a variety of different star systems because of (G). I'm always afraid I'll hit the time limit due to something taking longer than expected, or something coming up in real life.
(v) Players end up not experiencing the full range of cool missions that might exist. I once read that a dev at Frontier was frustrated, because there are certain cool missions they developed and put in the game, but which 99% of players had never seen, because no one ever did enough missions in enough different places to find them. The revamp of the mission system in 2.1 was supposed to help fix this, but I don't see that it really has, based on what I see people doing.
Suggestions to ameliorate the above problems:
(1) Dramatically increase the number and variety of missions of each type available at each station, allow a large quantity to be taken on at a time (20 was a fine limit), and guarantee that a decent amount of the best kinds of missions will always be available to players.
• Look, we just want to play the game. Please let us. Don't put so many roadblocks in the way.
• If you implement suggestion (1) here, this will eliminate the need for relogging (i).
• Implementing this suggestion will not hurt any players or make the game too easy. You still have to actually do the missions.
(2) Allow the missions boards and contacts to also be accessed without landing at any stations.
• Presumably they actually have computers and networks in the future.
• It would be great to be able to access missions from any star system in a 15 LY radius of your current system. It could be explained in-game in terms of mission information being posted on beacons.
• Clearly, bounty information seems to have no problem spanning across systems; why not missions?
• Commanders can communicate with wingmates across multiple systems, why not communicate with mission givers at star bases, too?
• If limits need to be in place, perhaps say you have to be within 500 LS of a station to interact with its mission board and contacts.
(3) Allow non-delivery missions (like assassinations and scans) to be cashed in without landing at any stations.
• This suggestion is similar to (2), but turning in the mission could possibly be done from a longer range.
(4) Have mission timers stop running while players are offline.
• This would encourage people to take on more time consuming and difficult missions with higher payouts. There are a lot of devoted addicts of Elite Dangerous who play 20-40 hours per week or more, but most of us (however hardcore of gamers we consider ourselves) might have extremely busy and unpredictable lives. The timers running while you're offline, with steep penalties for failure, really hurts this game and is a huge turn-off when it bites you.
(5) Allow certain kinds of missions not to require high reputation with a faction itself.
• When it comes to many kinds of missions—e.g. assassinations, fetch X of Y commodity and bring it here, donations, etc.—it makes no sense for the faction to care about your reputation. If I kill the guy, or fetch you the commodity, why should you care who I am or whether we're friends? That's dumb.
• This change would open up a wider variety of missions with good rewards to players without having to do as much grinding, and that would make the game more fun and encourage people to take on a wider range of mission types.
(6) Let factions have more respect for a player's resumé, references, and current equipment.
• Having to re-prove myself in every star system just makes me not want to even do it.
• If I have a high rank and Allied status in the Empire, then Imperial factions should recognize that, and give me access to the better missions normally reserved for those with whom they have an Allied relationship. (If there is such an effect currently, then it doesn't seem very strong.)
• A faction in a remote, frontier, Anarchy system should have a much lower bar for who is considered "Allied" than someone in a high population, busy system. If I am risking my butt to even show up at your low-security podunk station, then you better not hold any good missions back from me or expect me to do the same amount of grinding for a bunch of missions that all send me 10x farther away, etc.
• Factions should give instant rep based on your over-all resumé. When applying for a job, it's common to accept people's references from past jobs. Why should these mission-givers require me to grind a bunch of low-tier stuff when I already did it for other factions? Why can't they call my references?
• Let factions see jobs you've successfully done for other factions everywhere else, and also consider how good your current ship is. They already care if you have enough cargo space, but they should also care if your ship is well equipped etc.
(7) Add a mission journal to the game.
• It would be really nice to have a log of all my activities on missions, so I could remember where I found those good mining missions etc.
• This would also help players remember where they already have high rep.
(8) Add a way to filter the galaxy map according to systems where your faction rep is highest, and filter galaxy map by specific factions.
• This would also help players find where they have been grinding if they forget, take a long break, etc.
• Let you see which systems a faction is in. This would be cool if you're trying to help them expand.
(9) Increase the variety and quantity of missions offered that can be completed in the same star system or planet.
• Almost all missions except a couple types always take place in a different star system. Why do these people not have work available in the same system?
• There should be plenty of jobs to do around any of the little bases. I should not always have to fly to some other base really far away—those are cool missions but I mean, add some stuff closer as well.
• When you find a crashed ship or escape pods on a planet, this should trigger a cool mission, like to deliver the black box back somewhere, or deliver the victims back to their families. In real life there are high rewards for rescuing long lost people.
(10) Have an online website/wiki that explains all the different types of missions available, and how to find them.
• Most games these days have a printed game guide that explains all the missions in the game—how long they will take, which ones can be unlocked (and how), etc. While I realize that Frontier wants to have hidden easter eggs, at the same time, there are hundreds of populated star systems and the vast majority have the same randomly generated mission content. I would love to know about some special ones that I could find and do.
• If you want players to play the content, then create a guide to the content. Otherwise it's content that's lost in a sea, and some players will find it on their own, then post about it online, and eventually maybe some other players will find those posts and then do the content themselves, etc. I think it would be much better to just have a guide up front for all but the "mystery" stuff, and as the mysteries get divulged by players who find it, then add it to the guide also.
General facts about the current game, which are related to the root causes of the problems that I would like to see ameliorated:
(A) Flying to a station, landing, interacting with the missions board, and then taking off again is very time consuming. Missions always require taking off and landing at a station.
(B) The missions board displays a rather small, random assortment of missions of random quality.
(C) Factions don't seem to respect your reputation with other factions very much and put too much emphasis on your combat/exploration/trade ratings. Due to this, almost every time you go to a new star system, you must build up your rep with the local faction before qualifying to take the best kinds of missions.
(D) There is no way to see an overview of your standing with all the factions you have ever done work for, or a history/log of missions you completed and where it happened.
(E) The game does not show you exactly how much % of rep or rank a mission will give you.
(F) When you do a missions that requires you to turn-in at a different star system than where you got the mission, when you turn in the mission, you often don't have the option to pick up another mission for the same faction.
(G) Mission timers continue to run even when you're not playing the game, leading to deleterious and unfair in-game consequences for players with busy and unpredictable real lives. (You should never get punished in the game for taking your wife to the hospital.)
(H) Some types of missions allow multiple missions to be satisfied at the same time (e.g. Massacre missions where one kill counts towards all the missions, rather than just one of them as it should be). This is especially bad in scan missions in places like Quince, where all the stations you're supposed to scan are stacked in the exact same spot (I know this is already fixed in some respect in 2.3).
(I) There is no official guide anywhere that explains what all kinds of missions are available and where to find them.
These facts lead to the following problems:(B) The missions board displays a rather small, random assortment of missions of random quality.
(C) Factions don't seem to respect your reputation with other factions very much and put too much emphasis on your combat/exploration/trade ratings. Due to this, almost every time you go to a new star system, you must build up your rep with the local faction before qualifying to take the best kinds of missions.
(D) There is no way to see an overview of your standing with all the factions you have ever done work for, or a history/log of missions you completed and where it happened.
(E) The game does not show you exactly how much % of rep or rank a mission will give you.
(F) When you do a missions that requires you to turn-in at a different star system than where you got the mission, when you turn in the mission, you often don't have the option to pick up another mission for the same faction.
(G) Mission timers continue to run even when you're not playing the game, leading to deleterious and unfair in-game consequences for players with busy and unpredictable real lives. (You should never get punished in the game for taking your wife to the hospital.)
(H) Some types of missions allow multiple missions to be satisfied at the same time (e.g. Massacre missions where one kill counts towards all the missions, rather than just one of them as it should be). This is especially bad in scan missions in places like Quince, where all the stations you're supposed to scan are stacked in the exact same spot (I know this is already fixed in some respect in 2.3).
(I) There is no official guide anywhere that explains what all kinds of missions are available and where to find them.
(i) Players end up re-logging between game modes until they get the mission they want, due to (B). Players don't LIKE to re-log, though, and would avoid it if possible.
(ii) Players end up re-doing the same kinds of repetitive, high-paying, local-sytem, stackable missions, due to (A), (C), (F), and especially (H).
• Players especially tend to focus on missions in the same star system, because you need to come back to the same system to keep grinding up reputation there—caused by (C).
• This makes mission that span star systems much more odious due to (F), because if you are trying to grind up a particular faction, if you took a remote mission, now you have to land at three stations (giver, turn-in, and giver again) instead of two, since the turn-in station will not necessarily give out missions that help your rank with the faction you are trying to grind up in.
• If you fix (H) then there would not be a need to limit the number of missions people can take at the same time, but as far as I'm aware, 2.3 so far is set to limit the number that can be stacked anyway, which goes too far if you ask me.
(iii) Players similarly avoid missions that take a long time (stuff like "kill X number of Y ships in the Z system" or "deliver X units of Y to Z system"), due to (A) and (C)—but also due to (E) meaning that you don't know if any additional relationship/rank payoff will make a more odious mission worth the extra time and/or risk.
(iv) Players avoid taking multiple missions with short timers that take place in a variety of different star systems because of (G). I'm always afraid I'll hit the time limit due to something taking longer than expected, or something coming up in real life.
(v) Players end up not experiencing the full range of cool missions that might exist. I once read that a dev at Frontier was frustrated, because there are certain cool missions they developed and put in the game, but which 99% of players had never seen, because no one ever did enough missions in enough different places to find them. The revamp of the mission system in 2.1 was supposed to help fix this, but I don't see that it really has, based on what I see people doing.
(1) Dramatically increase the number and variety of missions of each type available at each station, allow a large quantity to be taken on at a time (20 was a fine limit), and guarantee that a decent amount of the best kinds of missions will always be available to players.
• Look, we just want to play the game. Please let us. Don't put so many roadblocks in the way.
• If you implement suggestion (1) here, this will eliminate the need for relogging (i).
• Implementing this suggestion will not hurt any players or make the game too easy. You still have to actually do the missions.
(2) Allow the missions boards and contacts to also be accessed without landing at any stations.
• Presumably they actually have computers and networks in the future.
• It would be great to be able to access missions from any star system in a 15 LY radius of your current system. It could be explained in-game in terms of mission information being posted on beacons.
• Clearly, bounty information seems to have no problem spanning across systems; why not missions?
• Commanders can communicate with wingmates across multiple systems, why not communicate with mission givers at star bases, too?
• If limits need to be in place, perhaps say you have to be within 500 LS of a station to interact with its mission board and contacts.
(3) Allow non-delivery missions (like assassinations and scans) to be cashed in without landing at any stations.
• This suggestion is similar to (2), but turning in the mission could possibly be done from a longer range.
(4) Have mission timers stop running while players are offline.
• This would encourage people to take on more time consuming and difficult missions with higher payouts. There are a lot of devoted addicts of Elite Dangerous who play 20-40 hours per week or more, but most of us (however hardcore of gamers we consider ourselves) might have extremely busy and unpredictable lives. The timers running while you're offline, with steep penalties for failure, really hurts this game and is a huge turn-off when it bites you.
(5) Allow certain kinds of missions not to require high reputation with a faction itself.
• When it comes to many kinds of missions—e.g. assassinations, fetch X of Y commodity and bring it here, donations, etc.—it makes no sense for the faction to care about your reputation. If I kill the guy, or fetch you the commodity, why should you care who I am or whether we're friends? That's dumb.
• This change would open up a wider variety of missions with good rewards to players without having to do as much grinding, and that would make the game more fun and encourage people to take on a wider range of mission types.
(6) Let factions have more respect for a player's resumé, references, and current equipment.
• Having to re-prove myself in every star system just makes me not want to even do it.
• If I have a high rank and Allied status in the Empire, then Imperial factions should recognize that, and give me access to the better missions normally reserved for those with whom they have an Allied relationship. (If there is such an effect currently, then it doesn't seem very strong.)
• A faction in a remote, frontier, Anarchy system should have a much lower bar for who is considered "Allied" than someone in a high population, busy system. If I am risking my butt to even show up at your low-security podunk station, then you better not hold any good missions back from me or expect me to do the same amount of grinding for a bunch of missions that all send me 10x farther away, etc.
• Factions should give instant rep based on your over-all resumé. When applying for a job, it's common to accept people's references from past jobs. Why should these mission-givers require me to grind a bunch of low-tier stuff when I already did it for other factions? Why can't they call my references?
• Let factions see jobs you've successfully done for other factions everywhere else, and also consider how good your current ship is. They already care if you have enough cargo space, but they should also care if your ship is well equipped etc.
(7) Add a mission journal to the game.
• It would be really nice to have a log of all my activities on missions, so I could remember where I found those good mining missions etc.
• This would also help players remember where they already have high rep.
(8) Add a way to filter the galaxy map according to systems where your faction rep is highest, and filter galaxy map by specific factions.
• This would also help players find where they have been grinding if they forget, take a long break, etc.
• Let you see which systems a faction is in. This would be cool if you're trying to help them expand.
(9) Increase the variety and quantity of missions offered that can be completed in the same star system or planet.
• Almost all missions except a couple types always take place in a different star system. Why do these people not have work available in the same system?
• There should be plenty of jobs to do around any of the little bases. I should not always have to fly to some other base really far away—those are cool missions but I mean, add some stuff closer as well.
• When you find a crashed ship or escape pods on a planet, this should trigger a cool mission, like to deliver the black box back somewhere, or deliver the victims back to their families. In real life there are high rewards for rescuing long lost people.
(10) Have an online website/wiki that explains all the different types of missions available, and how to find them.
• Most games these days have a printed game guide that explains all the missions in the game—how long they will take, which ones can be unlocked (and how), etc. While I realize that Frontier wants to have hidden easter eggs, at the same time, there are hundreds of populated star systems and the vast majority have the same randomly generated mission content. I would love to know about some special ones that I could find and do.
• If you want players to play the content, then create a guide to the content. Otherwise it's content that's lost in a sea, and some players will find it on their own, then post about it online, and eventually maybe some other players will find those posts and then do the content themselves, etc. I think it would be much better to just have a guide up front for all but the "mystery" stuff, and as the mysteries get divulged by players who find it, then add it to the guide also.