Mission branches

Proceedurally-generated mission branches at stations and settlements.

Like chain missions but carrying CMDRs through weekly ticks
 
… could probably use AI to do that kind of stuff, right?

Maybe a point system that resets at a given time interval like the notoriety system.

CMDRs would be doing stuff they’d be doing either way because they like doing it, but in a fresh new way that gives them a little more control over the outcome of their actions in exchange for a guided tour through the mechanics so they can see the outcome they produced for themselves.

That would be fun. Then use the same mechanic used to create the spires and redo the points of interest so we can run spacelegs missions aboard a prison colony ship.

Then atmospheric and earth-like landings.

I fee like that’s a good three-step plan
 
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This exists in a primitive fashion with bulk passenger transport, doesn't it? You sometimes get messages from slavers offering you something for dropping off your charges with them...
 
Those are mission wrinkles, which is a complication that occurs during a mission. A Chain mission is a mission that results as the completion of another mission. They were always a bit too simplistic tbh.
 
While missions leading to other missions would be good, I have my doubts about AI being used to do that, I'm not sure it's really up to the task yet.
 
Those are mission wrinkles, which is a complication that occurs during a mission. A Chain mission is a mission that results as the completion of another mission. They were always a bit too simplistic tbh.
They were, but they were also nice because:
  • The mission rewards kept steadily increasing as you followed the chain
  • They made the world a bit more immersive because you got to hear about the effects of your actions; the items you just delivered would be turned into new goods that subsequently needed to be transported somewhere else, or the data you just delivered revealed the identity of a target who now needed to be "taken care of". Or, my personal favourite, where a faction would send you after four different targets in a row because they kept getting their intel wrong and repeatedly apologized for paying you to murder innocent people.

When you look at missions as a whole, they've really been dumbed down as much as possible. We used to get an entire paragraph of fluff text, similar to what the NPCs on the concourse give you. Then it was reduced to a few lines. Now it's one sentence that barely relates to the mission, repeated ad-infinitum by every faction representative with no individual expression whatsoever.
 
When you look at missions as a whole, they've really been dumbed down as much as possible. We used to get an entire paragraph of fluff text, similar to what the NPCs on the concourse give you. Then it was reduced to a few lines. Now it's one sentence that barely relates to the mission, repeated ad-infinitum by every faction representative with no individual expression whatsoever.

Yeah I think it comes down to, in the end, the more you put into a game the less time you have to spend on each individual thing. Like you have a few planets you can spend a lot of time working on the geology and biome etc, but you have 400b you can't do that for them all. The same with missions, you can do some really intricate missions of you only have to worry about a few thousand, but once you have 200,000 stations all needing missions they tend to get a bit simple and generic I guess. It's all a matter quantity over quality which is a pity and I suppose the reason why AI might do a better job, but is it up to the task is what I have to question. Would need a lot of testing to make sure it doesn't start giving out missions impossible to complete....
 
Yeah I think it comes down to, in the end, the more you put into a game the less time you have to spend on each individual thing. Like you have a few planets you can spend a lot of time working on the geology and biome etc, but you have 400b you can't do that for them all. The same with missions, you can do some really intricate missions of you only have to worry about a few thousand, but once you have 200,000 stations all needing missions they tend to get a bit simple and generic I guess. It's all a matter quantity over quality which is a pity and I suppose the reason why AI might do a better job, but is it up to the task is what I have to question. Would need a lot of testing to make sure it doesn't start giving out missions impossible to complete....
The thing that gets me about chained missions is they are still in the game - before the legacy/live split it was possible to trigger them by completing a mission in Horizons, then switching over to Odyssey (when you got the inbox message about "faction X has an additional offer for you") and the chained mission would appear on the board, with the proper follow-on description and everything. It's as if the trigger for them was just never working in Odyssey(/Live).
 
I’d be satisfied with a supercruise-styled mechanic for atmospheric flight in earthlikes and other heavy atmospheric planets

I think we would all be happy if they opened up ELW's, don't let's tempt fate and get our hopes up though, I don't think we will get anything to do with ELW's for a while yet.
 
I've been away from the game for several years, so wasn't aware that Chained Missions were taken out. Damn that sucks. I always loved to trigger them. I don't think it would require that much work to put them back in, given that all the coding infrastructure was already there from Horizons and Beyond. As others here have said, with AI it should be even easier to add them back in and maybe even implement simple "narrative" elements to them as well (i.e. reasons for why the missions are chained).
 
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