The problem with putting in a more pre-written missions, with some placeholder text for stations and systems, and then claiming that's expanded the gameplay is that it doesn't really.
I remember Eve. Anyone remember those PvE missions? Some of them were fairly complex, with a pre-written chain of events. And guess what happened at the end - for everyone it just became a series of wiki pages and you sitting there going "Oh, they're asking me to do the one with four battleships with webs" or something similar. It made it less engaging, not more. When someone gives you the exact same story as last time, that starts to become silly - you see the seams and stitching.
So in the long term, I'm not sure that's where the effort should be put in improving missions. Maybe a minor faction asking you to take out 3 pirates in a neighbouring system is simple at the moment, but I'd rather have that than some complicated narrative whose uniqueness and interest is then undermined because it gets repeated all the time, until it's just a meaningless "Oh it's the Anaconda, two Vultures mission". To some extent, the basic framework of missions needs to have a generic element, so that randomly generated stuff and procedural parts can hang off them.
What would be more impressive would be something procedurally generated, and much more random - and that is fed by the background simulation. So a minor faction says "deliver x to here - there's people trying to stop it, we need it done, we'll give you lots of money"... and maybe you can ask for details, what the risk is, whether you want half or all the money up front, etc.
Then the mission is generated when you accept with any possible betrayals or horrible things that may occur being procedural.
It looks at the minor faction who gave you the mission - how wealthy are they? Is this mission meant to be 'covert'? Which will determine how much support you'll get in mission... perhaps two Eagle wingmen come with you (in the livery of the minor faction), based on the wealth and current state of the minor faction (not great, but okay), and escort you, or maybe they might show up if you're attacked.
It looks at the background - is the system at war? Is there an opposing minor faction who wants this delivery stopped? Is there low security in system and at the destination? This might determine what might attack you along the way, or what events might occur, all randomly generated, and with an element of chance involved too, so it might go off without a hitch, or you get interdicted by a wing of four Sidewinders wearing the livery of the opposing minor faction, and then later an independent bounty hunter in a Fer De Lance.
Perhaps there's a chance that when you get to the delivery destination, the person you needed to deliver to is dead (possibly determined at the start) and it chains in a new mission where you can choose to abandon for reduced reward or loss of rep, or continue, deciding how much risk you'll take and just how loyal you are to your employers. And then again, randomly determined stuff based on the background - not prescripted.
This could make missions genuinely random, and no two would ever be exactly the same, making pilot experiences genuinely unique - I think the skeleton that such a system could hang off is already there, but it'll be interesting to see where it goes now. I'm very intrigued about what Michael Brookes said at Lavecon as someone quoted - that sounds like the whole procedural mission thing could be on the way.
My possibly overambitious dream would be something that would be after walking around ships and ship docking has been implemented - I take a mission, to courier an illegal small cargo to a neighbouring system that is under lockdown by the local system. The minor faction who gives it to me says I have four hours. I accept. The mission generates a bounty hunter of a given name and a given ship who will now try to hunt me down, employed by the opposing faction. In the neighbouring system cops interdict me, ask me to stop for a customs inspection. I stop. They dock. Cops come aboard. I put my hands up as they search the ship. They fail to find the illegal cargo as I stored it in the hidden smuggling compartment I specifically installed. The cops leave through the airlock and detach. I carry on. The bounty hunter comes for me. Interdiction duels, attempts to escape. If I kill the bounty hunter, he would no longer be following me for the rest of the mission. I arrive. My contact there is dead or missing. A new randomly generated mission chain arrives. "Sorry, things went south. We need it delivered to this planet in this system. But we've lost all the money we would have paid you with. Please help us. If you deliver, we promise we can make it up to you. Fly down through the atmosphere and land at this station on this planet, then come to this bar with the goods." Circumstances have changed. Do you abandon the mission? Do you go along with it? Is it possible that your original delivery contact is dead and now this is the opposing faction and it's a trap? Wouldn't they have offered money if that was the case though?... all of this fed by the background as you do the mission, generated on the fly.
This might be a bit of a pipedream though
I remember Eve. Anyone remember those PvE missions? Some of them were fairly complex, with a pre-written chain of events. And guess what happened at the end - for everyone it just became a series of wiki pages and you sitting there going "Oh, they're asking me to do the one with four battleships with webs" or something similar. It made it less engaging, not more. When someone gives you the exact same story as last time, that starts to become silly - you see the seams and stitching.
So in the long term, I'm not sure that's where the effort should be put in improving missions. Maybe a minor faction asking you to take out 3 pirates in a neighbouring system is simple at the moment, but I'd rather have that than some complicated narrative whose uniqueness and interest is then undermined because it gets repeated all the time, until it's just a meaningless "Oh it's the Anaconda, two Vultures mission". To some extent, the basic framework of missions needs to have a generic element, so that randomly generated stuff and procedural parts can hang off them.
What would be more impressive would be something procedurally generated, and much more random - and that is fed by the background simulation. So a minor faction says "deliver x to here - there's people trying to stop it, we need it done, we'll give you lots of money"... and maybe you can ask for details, what the risk is, whether you want half or all the money up front, etc.
Then the mission is generated when you accept with any possible betrayals or horrible things that may occur being procedural.
It looks at the minor faction who gave you the mission - how wealthy are they? Is this mission meant to be 'covert'? Which will determine how much support you'll get in mission... perhaps two Eagle wingmen come with you (in the livery of the minor faction), based on the wealth and current state of the minor faction (not great, but okay), and escort you, or maybe they might show up if you're attacked.
It looks at the background - is the system at war? Is there an opposing minor faction who wants this delivery stopped? Is there low security in system and at the destination? This might determine what might attack you along the way, or what events might occur, all randomly generated, and with an element of chance involved too, so it might go off without a hitch, or you get interdicted by a wing of four Sidewinders wearing the livery of the opposing minor faction, and then later an independent bounty hunter in a Fer De Lance.
Perhaps there's a chance that when you get to the delivery destination, the person you needed to deliver to is dead (possibly determined at the start) and it chains in a new mission where you can choose to abandon for reduced reward or loss of rep, or continue, deciding how much risk you'll take and just how loyal you are to your employers. And then again, randomly determined stuff based on the background - not prescripted.
This could make missions genuinely random, and no two would ever be exactly the same, making pilot experiences genuinely unique - I think the skeleton that such a system could hang off is already there, but it'll be interesting to see where it goes now. I'm very intrigued about what Michael Brookes said at Lavecon as someone quoted - that sounds like the whole procedural mission thing could be on the way.
My possibly overambitious dream would be something that would be after walking around ships and ship docking has been implemented - I take a mission, to courier an illegal small cargo to a neighbouring system that is under lockdown by the local system. The minor faction who gives it to me says I have four hours. I accept. The mission generates a bounty hunter of a given name and a given ship who will now try to hunt me down, employed by the opposing faction. In the neighbouring system cops interdict me, ask me to stop for a customs inspection. I stop. They dock. Cops come aboard. I put my hands up as they search the ship. They fail to find the illegal cargo as I stored it in the hidden smuggling compartment I specifically installed. The cops leave through the airlock and detach. I carry on. The bounty hunter comes for me. Interdiction duels, attempts to escape. If I kill the bounty hunter, he would no longer be following me for the rest of the mission. I arrive. My contact there is dead or missing. A new randomly generated mission chain arrives. "Sorry, things went south. We need it delivered to this planet in this system. But we've lost all the money we would have paid you with. Please help us. If you deliver, we promise we can make it up to you. Fly down through the atmosphere and land at this station on this planet, then come to this bar with the goods." Circumstances have changed. Do you abandon the mission? Do you go along with it? Is it possible that your original delivery contact is dead and now this is the opposing faction and it's a trap? Wouldn't they have offered money if that was the case though?... all of this fed by the background as you do the mission, generated on the fly.
This might be a bit of a pipedream though