Good evening,
Below are some ideas for new missions.
Illegal Combat
Thank you
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.
- 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.
- 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.
- 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:
- 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.
- 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:
- 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.
- Threat 1-3
- 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.
Thank you
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