Illegal Mission Ideas

Good evening,

Below are some ideas for new missions.

Illegal Combat
From my experience, anarchy factions offer combat missions involving political assassination and citizen massacres. I was hoping these could be expanded with the below missions.​
  • Running Interference
    • The mission giver is staging an operation in a nearby system, but the high security is a major obstacle. The player is tasked with causing a disruption by attacking police vessels in order to draw attention. Notoriety is not gained when attacking mission targets.
      • This mission can be made location specific. For example, perhaps the player is directed to a Resource Extraction Zone, if one exists.
  • Uncertain Opportunities
    • The mission giver wants to conduct a trade, but needs security. The player is tasked with meeting a smuggler at a set location, and traveling with them to a meeting point. At this location, another anarchy factions' dealer and escorts await. At this point, the mission may fork:
      • The deal is conducted successfully, but bounty hunters arrive.
      • The deal was a trap. The contacts open fire.
      • The deal was a sting operation. police arrive.
      • Your faction wants to backstab the other. You receive a message to attack the contacts.
  • Coordinated Acquisition Operation
    • The mission giver needs a mercenary for a heist. The player is tasked with meeting a group of the mission givers' pilots near the expected route taken by a convoy of ships carrying high-value commodities. When the convoy arrives, the player will be directed to:
      • Eliminate escort fighters
      • Protect the lead pilot
    • Once the objective is complete, the convoy cargo ship(s) will stop and an implied negotiation will result, at which point the mission may fork:
      • Cargo is dropped by the convoy cargo ship(s) and the lead pilot collects it. Mission Accomplished.
      • Additional escorts arrive - Wave 2.
      • The cargo ships fight back. They must be damaged - say, to 20% Hull.
  • A Line in the Sand
    • The mission giver, being the controlling faction in the system in which this mission is given, has been facing a surge of incursions from Superpower (either Federal/Imperial) naval forces conducting clandestine intelligence gathering operations in their space. The player is tasked with tracking down and destroying the group responsible before Navy Brass can be notified. The player should look for signal sources in the system to find the incursion force.
      • Threat 1-3
        • Fighter wings
      • Threat 4-6
        • Fighter squadron
        • Medium ships (incl. FAS, Imperial Clipper, etc)
      • Threat 7-8
        • Capital ship. Must be routed for mission completion. Perhaps NPC assistance could be provided.
As an aside, I would appreciate if mission signal sources in general were preferentially placed near to points of interest, such as asteroid belts and rings, in near orbit to planets, or somewhat near installations (say, 20+ km). While this may not always directly affect gameplay, it feels more plausible that mission activities would occur near these areas than in deep space, as they often do now.

Thank you
 
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We need a way around the crime system when doing illegal missions. If the mission giver isn't paying off fines and clearing Notoriety so that we can continue to take missions then adding more mission types doesn't resolve the fundamental issues with doing illegal missions. They're fun they don't pay nearly enough for the amount of time you need to spend to get access to your quest station back after most of them. It could be as simple as some outposts never lock down the missions or certain factions continue to offer missions to anonymous commanders but as things stand. More of them is for me not worth it as most of them cost too much extra time resolving the fines and bounties.
 
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