Arguendo
Volunteer Moderator
Hi Adam.
Thanks for taking the time to answer questions here. It is much appreciated.
Now, concerning this:
It's ok that they are in war, but surely they would need more things than just "kill opponents" to support that effort. Source and Return, or Courier missions would make a lot of sense for those factions. And although they are in war, their day-to-day life continues, so the odd regular freight/mining missions should be there as well. They hardly ever are for those faction. This means that for anyone to support their faction in war, they have to come with a combat ship, and for those just trying to make a buck in a cargo-style ship, that faction is completely useless.
Additionally, I don't really see that the mission types change that much in general depending on the system economy. Tourist economy should be littered with Sightseeing passengers, while refinery/extraction systems should have more workers going back and forth imo. At the moment, even though I know it isn't, it feels completely random, because of the RNG. I can go to an extraction economy system and see people wanting to go sightseeing en mass, while I can go to a tourist system and find an equal number of tourists and people just wanting transport somewhere. It feels constructed and not alive tbh.
So, my question is; are you looking into balancing the system economy influence on missions? Or is it intentional the way it is?
Thanks again.
Thanks for taking the time to answer questions here. It is much appreciated.
Now, concerning this:
In my experience, the state of the faction completely overrules the system economy for the individual faction. That means a faction in war will be bombarding you with massacre missions, and nothing else.How will this effect missions based around state changes (i.e. massacre missions) where the state may have changed in one instance (War) but not another?
This is an avenue we’re exploring but have no confirmed changes at this current time. It’s our goal to make the missions that spawn in each state make sense, but not overwhelm the entire board. As with a lot of mission development, it’s an ongoing iterative process.
It's ok that they are in war, but surely they would need more things than just "kill opponents" to support that effort. Source and Return, or Courier missions would make a lot of sense for those factions. And although they are in war, their day-to-day life continues, so the odd regular freight/mining missions should be there as well. They hardly ever are for those faction. This means that for anyone to support their faction in war, they have to come with a combat ship, and for those just trying to make a buck in a cargo-style ship, that faction is completely useless.
Additionally, I don't really see that the mission types change that much in general depending on the system economy. Tourist economy should be littered with Sightseeing passengers, while refinery/extraction systems should have more workers going back and forth imo. At the moment, even though I know it isn't, it feels completely random, because of the RNG. I can go to an extraction economy system and see people wanting to go sightseeing en mass, while I can go to a tourist system and find an equal number of tourists and people just wanting transport somewhere. It feels constructed and not alive tbh.
So, my question is; are you looking into balancing the system economy influence on missions? Or is it intentional the way it is?
Thanks again.