Interstellar nav beacons and exoplanets (bit like deadspace in eve)

I'm sure this has probably been discussed, but here's my 3 pence worth.
I'd like to see some missions where the player or wing is given coordinates to a point in interstella space. This would allow them to load into an isolated server shard and would allow some custom mission content that wouldn't be happened upon by other players.

Stolen details of an interstella nav beacon could lead to a secret heavily defended naval shipyard, allowing for (the best missions from frontier) reconnaissance and even nuke n run missions.
Interstella ship wrecks for retrieving the artifacts, scoop up survivor's (passenger cabins needed) or blow up the scavengers.
After planetary landings are with us we could have secret, mission only, exoplanets. The above missions could take place on a spooky dark planet.
Include the possibility of fps content in all the above too!
 
I think you lost some r's but you can have mine (rrrr).
I like the idea, I just think that normal space is already big enough to house all the things (I think it would be more immersive if those missions would take place in the normal game world).
Secret Navy Bases for example could just orbit around some moon. But rouge planets sound really cool, maybe there could be a chance of them being discovered by chance, and then the discoverer could bookmark this location and come back later to place a Nav-Beacon (making it accessible for everyone)

I really think mission locations should be logical (I don't see a reason for a base to be orbiting a dark planet .. maybe there are some artifacts there ?!) e.g a pirate base would be located in a asteroid field, because you can hide there.


The way I imagine a long mission for multiple players:
(WARNING: a lot of "If's" past this point)


Phase I:

A rich merchant gives you the mission to get rid of some pirates, that are raiding his transporters.
The group has to track down a certain pirate. Make him submit / immobilize his ship in order to scan his nav computer.
(you have the option to kill him (bounty)/ take him prisoner (you need a prison module on your ship) / let him go)

Phase II:

You have the approximate location of the Pirate base and now have to scan a certain system / asteroid belts in said system.
If you have taken the pirate prisoner you have the option: to turn him in (higher bounty) or to take him with you.

Phase III:

The group has found the pirate base and jumps in to attack:

If you let the pirate go there is a chance: he warned his comrades (harder fight) / he is helping you (easier fight) / he is nowhere to be found.

If the pirate is still in you prison module you can use him as hostage. now the pirate bosses reactions could be: he does not care / he wants his dude back (he is his brother or a close friend and he promises his gang will no longer attack traders in this system) / he is . the player with the "prison ship" can now hand him over, hoping they are going to keep their promise / vent the prisoner (the latter would result in the pirates becoming really angry (AI change) and attacking regardless of the consequences (they do not flee / retreat to recharge their shields) resulting in a different / maybe harder battle)

If you killed the pirate / turned him in / or when he is nowhere to be found the pirate boss might offer you another option: a piece of this wealth (higher payout) for you lying to the merchant.
If the group chooses to accept they cash in the rewards from both the merchant and the pirate and go on their way, but after some time they will suffer a reputation loss and the merchant could try to send NPC bounty hunters after the group / set a bounty on their head for collaborating with pirates.

tl;dr: I'd like a mission system like in the game FTL where you have choices but are never sure what will happen, because it is randomized.
 
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