Dynamic Mission Generation

Ok, I'll assume you know how missions work now. All that stacking and mode switching. Take that, and set it aside for a moment, please.


WHAT IF: Missions generated by pilot and desired activity, rather than just randomly?
  • You enter a type of mission. The system, over time, generates missions of that type. Generating missions by broad category is pretty quick, but they can be anywhere they would be now. Rate is lower, but you won't be discarding 90% of the mission board.
  • You can specify a destination system, or XX light years around it. The broader the scope, the faster the generation, but if you want a single system, the missions might generate a bit slowly. A single station is even a bit worse.
  • The more missions you have, the slower more generate. If you dock at a new station, you can generate more missions.
  • If you leave it generating missions while you log off, you can come back to a nice selection. An overnight logoff would be the ceiling, for a large amount of missions. Basically, a daily bonus, kind-of.
  • Each crew member active is +100% to mission generation rate. So that extra seat will finally do something, and they can START to justify their salary if you don't have a fighter bay.
  • Each faction would have a separate chance to generate a mission each tick.

Ideally, the overall rate would be about the same as now. Less logging in and out. Maybe a bit of capping to the more isolated systems that generate limited types, but I'd imagine that setting it to generate scan missions on a broad search in Quince would still work pretty much as it does now, since the scope would be broad, but the system still doesn't have much to work with.
 
Ditto for passenger generation.

Put in your cabin and desired range, and only missions that you are actually interested in show up. The less picky you are, the more missions pop up.

Like, a person rigged for extreme-range sightseeing isn't interested in bulk near-transport. And a ship with small luxury cabins has to discard all the bulk-economy offers.
 
Because showing hauling missions to people with no cargo bay is a waste of time. Showing planet-landing missions to people with no SRV is also pointless. Showing mining missions to people with no mining lasers makes no sense.

They did it for passenger missions. Now, do it PROPERLY for ALL types of missions! Make it nicely obvious "you can request X type missions if you have Y module equipped."

And give people a lot of missions they can do simultaneously, for good money, without having to mode-switch. Throw people a bone after they log off for the night. Give NPC crew functions to make them worth their pay. Make it so that firing NPC crew to save money is pointless. (Like, if you explore with a fighter bay, you'd take a new master-level along for the ride, and before selling hundreds of millions of exploration data, fire them! Instead, pay them as they go, so firing them is pointless.)

And don't waste people's time with piddly little missions when they don't have a dinky little boat. If I have a proper ship with good capacity, show me missions that are worth my time.
 
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