Isn't this in the game already?
Not really. I mean, it
is, but it could be better, and it doesn't happen mid-mission, like the poster suggests.
So what currently happens is you accept a mission, complete it (as in, go back to the station and claim your reward), and you'll possibly get a message for another mission, which appears as a "chained" mission in the board. While it's meant to hold some connection to the previous mission, for all intents and purposes, it's "just another mission".
For example, do a Donation mission, and you might get a message saying "we got a new mission for you!". Go back and there'll be another mission to deliver two widgets to some location, and the flavour text will be something like "Thanks to your donation, we manufactured these two widgets, ship them here plox". There's a few problems with this.
1. They're not particularly statically located. Even though it says "go back to X station" in the description, you can dock anywhere that faction is present and they'll offer it to you.
2. The actual mission isn't static. In that donation example, you can go to the boards and it'll be 2 semiconductors, then go to the board again later and it'll be 2 superconductors.
3. They function in execution like any other mission.
Another common one is an assassination leads to another assassination, with the flavour text "Err... we got the wrong guy, soz, kill this other person plox"... but for all intents it's just two fairly indistinguishable assassination missions. I think what poster above is suggesting is, rather, as you do a scan mission, you could get an option to take the assassination mission right then, based on the information pulled out, rather than going all the way "back to base" first.... and that mission may not necessarily be for the same faction.
Personally, I don't think "chain missions" are what was needed, in the context of Elite at least, rather the frequency, type, variation and quantity of "wrinkles" in missions needs to go up[1]. For example, lawful faction sends you on a surface scan mission to find information about a target, which they'll send authorities to lawfully arrest afterwards. Once you find the info, you might get several options presented:
- Complete the mission (Rewards, +security for the issuing faction, -inf for target's faction)
- Keep the data and go after the target yourself for it's fat bounty (Bigger bounty reward, -security for issuing faction due to vigilante justice, -inf for target faction)
- Warn the target, who counters with a mission to massacre the 4 authority ships sent to track you down (Reward from the target, -security and -inf for issuing faction, for obvious reasons)
Or alternately, Hijack missions. Instead of "Liberate 4 <commodity X>"... you get "Liberate 4 units of target cargo"... no actual info about what's on board. Sometimes these missions just function straight-up, but more sometimes the target tries to reason with you... "These are medicines being delivered to some rebels. You've trashed my ship, so can you complete the delivery?". If it's just a straightforward mission or you ignore the bargaining, +inf and eco/sec, depending on the cargo, for the issuing faction.
If you accept the mission, takes you to another system with a marked USS meeting point... go there, and you're greeted by some ships from the issuing faction come to recover the goods off you... you get one last chance to either:
- surrender the goods and "finish" the mission (maybe with no rep at that point),
- Retain the goods, fight off the pursuers, then hand over to the contact who arrives; or (+ effects for target faction, - effects for issuing)
- Retain the goods, fight off pursuer, and destroy the contact who arrives, keeping the goods for yourself to sell on the black market; (-ve effects for everyone, valuable goods for you)
That's kinda what I'd prefer to see, and that's not even going anywhere near tip-off/scenario mechanics in the game which could be exploited to even more narrative effect. I'll get a link to a "story time" livestream which had some dev magic in it, which gives a really great example of what could actually be in the game, but isn't.
[1] especially since it's virtually impossible to reliably conduct negative actions against factions, thus no generally famine, bust, civil unrest or lockdown. I'd love to be able to more reliably accept missions from other factions to deliberately torpedo them; unfortunately that only really works for delivery missions, where you can abandon the mission and steal the cargo.