Mission Design: Present and Future

I'd like to discuss the state of Missions in Elite Dangerous. Let me preface this by saying, I love Elite Dangerous, and I want it to succeed to the highest degree possible. If I didn't care, I wouldn't be writing this.

The entire mission system, including bulletin board offerings and random Unidentified Signal Source (USS) encounters, looks like an unfinished placeholder. Elite offers an incredible foundation for exciting things to happen in, but exciting and compelling content is far too rare.

In my opinion, missions represent the biggest "missed opportunity" in the game. They are so disappointing that they sap much of my enthusiasm for the experience.

What's wrong with the missions as they are currently implemented? They are extremely generic, predictable, and simplistic.

Missions are generic because they always feel like they are just a another random thing to do, with nothing at stake. Instead of going to a specific target, you simply cruise around waiting for a USS to appear. There is no investment or sense of place, no traveling to interesting orbital locations or ring systems, it all just falls into your lap with the unsatisfying appearance of a USS. For combat missions, why not have players sweep target several targeted locations in a patrol? This would make it feel more like you are accomplishing something. Some nav points would be full of pirates or enemy combatants, others would be empty or contain civilians in different states of distress.

Missions are predictable because there are so few mission templates. Assassination missions almost always generate a single elite Anaconda. Trade missions don't appear to generate any additional risk, like pirate ambushes. Likewise, salvage missions are almost always just a wreck with the cargo floating around. There are no aggressive competing salvagers or pirate ambushes. There needs to be a greater variety of challenges and things that can "go wrong". These things shouldn't happen all the time, just some of the time.

Finally, missions are overly simplistic. This is the biggest issue. Missions generally have you facing the same unstructured scenarios that you run into during a "free roam" session. They provide additional rewards for activities that are already available, but they do not produce compelling new scenarios. Let's take Piracy missions for example. Here is the kind of scenario I imagine and wish would happen:

Player is tasked with tracking down a specific freighter carrying a unique artifact/cargo. Yes, by "unique" I mean there is only one, and the client wants it intact. The player must track down the freighter, possibly pull it out of supercruise, fend off a hostile escort wing, possibly pursue it with a wake scanner, compel the freighter to drop its cargo, successfully scoop it up without destroying it, and then travel to a delivery location (possibly in deep space, possibly at a station). During this last phase, the player is potentially pursued by authorities, bounty hunters, or mob hitmen. This scenario would have a variety of templates that change the type of ships involved, and the strength of the opposition etc. Sometimes these encounters would take place in orbit of a planet, in an asteroid field/ring system, or in deep space.

Now compare this to how Piracy missions currently stand. Player is tasked with bringing stolen standard cargo to a station. You can get it from anywhere, but it has to be stolen. Done.

In general there should be more types of missions too: rescue missions, escort missions, exploration missions, mining/prospecting missions, etc. There should also be more emergent spontaneous missions that are offered during free flight, like distress signals, refueling requests, and "shady offers" from smugglers.

So please Frontier, I implore you: create more complex and interesting mission templates. I know it has to be compatible with procedural generation, but the game has so much more potential than what is currently offered. If you need ideas, I'm sure your loyal fans on the forum could offer many exciting scenarios!


TLDR: Missions are generic, predictable, and simplistic. The game could be made so much better by providing players with more complex, variable, and exciting mission templates.


Final question to readers who made it this far: What plausible mission templates and event scenarios would you like to see in the game?
 
I miss the mission types that you could find in the previous Elite games.

Ones like "x trader is leaving x base at this time" - usually an assassination mission, but they could be varied quite a bit:
x person is leaving x place at this time, follow them to their desination and report back

It would be great to combine that mission with multiplayer.... as an example:


  • Cmdr is offered the mission to pick up cargo (or a person or whatever) from a station y at x time and then transport it to z system/station (they must arrive, make the pickup and then leave within a very finite amount of time)...
    • A Cmdr accepting the parent mission would then generate a child mission for other Cmdrs to accept, which will have them being aware of the pickup and departure time of that first Cmdr that accepted the mission...

The second Cmdr could be tasked with assassinating the player, they could be tasked with following the player (at which point, a galactic game of cat and mouse could ensue) etc

The rewards for each could be quite high, so as to give each Cmdr an incentive... Perhaps the reward doesn't have to be money, perhaps it could offer an upgrade to a component?

Another mission type I remember was the "take a photo of x place" (i think)...

Having a hard time remembering the specific types of missions, but I do remember that there were quite a few types in the old games...
 
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There's another long thread about the missing/incompetent background simulation here.
The missions would probably have a good chance to evolve when the background simulation is improved. Which is a big question mark right now.
I see a few patterns appearing among the missions consequently: refinery economies are coming up with "seeking specific resources"-kind of assignments, high tech/industrial zones have "specific metals needed at this starport" or "food needed" missions, etc.
But this doesn't seem to change anything in the supply/demand rate and looking like they are just hanging in the air without being embedded into something bigger as the proper background simulation does not exist.

I see this ans a very important bone to put flesh on, it would caracterize ED very much and would attract a good load of players to join. (And could keep the existing players playing ED for sure.)
 
I miss the mission types that you could find in the previous Elite games.

Ones like "x trader is leaving x base at this time" - usually an assassination mission, but they could be varied quite a bit:
x person is leaving x place at this time, follow them to their desination and report back

...

Another mission type I remember was the "take a photo of x place" (i think)...

Yes, more complete arcs to missions would be great. Like observing a ship leave the station and then carrying out the objective. Spying/following sounds fun in a Private Investigator sort of way.

Photographing celestial bodies could make for an interesting addition to exploration missions.
 
There's another long thread about the missing/incompetent background simulation here.
The missions would probably have a good chance to evolve when the background simulation is improved. Which is a big question mark right now.

The thread raises some very important concerns, and I agree, if the original design for missions depended on the background sim, they are probably severely held back right now. For example, if the game is incapable of generating "destinations" for missions in interesting locations, or can't create mission behavior in super-cruise, then more work needs to be done on the generation engine itself.

However, in the meantime, the game would benefit immensely from FDEV creating more templates to randomly offer. Going back to the example, why does every Assassination mission target a lone Anaconda? Why can't USSs contain a larger variety of scenarios? Again, I'd like to see the USS mechanic eventually limited to emergent/random encounters, but in the meantime, they seem to be all we have.
 
For combat missions, why not have players sweep target several targeted locations in a patrol? This would make it feel more like you are accomplishing something. Some nav points would be full of pirates or enemy combatants, others would be empty or contain civilians in different states of distress.

Yeah I agree with you, but if the mission system is overhauled I'd like to see less reliance on mechanics that don't make sense within the universe FD have created. Current encounter mechanics, outside interdiction of course, require running into targets in normal flight, in the context of a travel system where flying around out of FSD is not really required for anything except landing, mining, post-interdiction and combat zones.

The problem with a patrol mission for example is the same problem with current nav-point zones, why do they even exist? What are the ships that appear doing there?
 
The executive producer Michael Brookes said somewhere that missions are being overhauled in version 1.2, or something.

It's definitely all too random at the moment. I think there should be some segregation of combat/trade/bounty - not just a single list of random missions. Maybe illegal missions should only be available at black market stations?

Some current missions don't make any sense - I was on a very large population, wealthy, agriculture station and they had massively high supplies of all kinds of food - but there were missions to supply 6 food cartridges because "children were starving to death".
 
I agree with almost all of the OP's points. One thing in particular that I find annoying is anything to do with checking USS after USS until you get lucky with the random number generator. It's exposing the ugly implementation details and lack of persistence in such a bad way, that one would think they'd specifically try to avoid this kind of gameplay rather than encourage it…

• For example, assassination missions: currently you go to a USS, and in all the vastness of space there happens to be the one ship you are meant to assassinate, just sitting in the middle of nowhere broadcasting a signal so people can come kill him. Suggested fix: have the target fly around in the named systems. The player has to spot them in supercruise and then either interdict them or follow them to a destination (nav beacon, outpost, extraction site, hidden pirate base, etc). First implementation could spawn these only when the player has the mission, but better yet would be to have some peristent NPCs in the systems, doing their stuff (i.e., pirating other NPCs, trading, smuggling, mining, etc). You know, illusion of actual life in the galaxy, not just random encounters.

• Or salvage missions: currently you go to a USS and it's a wreck with the specific type of cargo wanted (and indeed it seems that until you bring back the cargo you are pretty much guaranteed to find any number of wrecks with the same cargo). And somehow this is illegal to bring into the station even if you do it for the station owners? Suggested fix: give the player coordinates to the wreck, it appears as a specific navigation target, but there may be activity around there (perhaps the ones who blew up the ship, or local authorities investigating), and you have to either kill them, watch their movements and wait for them to be away, swoop in quickly and run, or use stealth. Or any other way you come up with, as it should be in a sandbox.


Overall I think similar problems exist with almost all USS events. The wreckages and pirates vs traders are pretty much the only ones that make any sense, others I find actually detract from the game rather than add to it: WHY are these NPCs here? Why is there a trader seeking to buy a specific mineral, which he refuses to name, why doesn't he just buy it from the nearby station for less, and why does he not give any contact info to relocate him after you find the mineral? Why is that convoy flying at sublight speeds in the middle of nowhere, when it will take them literally years to reach a destination? Why are those pirates and cops just flying around ignoring each other until someone else comes along and the pirates attack them in plain view of the cops? etc.

And once you've seen every type of event there is, it makes the experience that much worse: “I rolled a 5, so it's the wedding progression again”.
 
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I'd kind of like the game to be a little more proactive in presenting content. USS's are fine, but I'd love to occasionally hear an audio SOS from a hauler that's under attack, or a mining operation that's lost power and needs someone to bring them a fuel cell before X amount of time runs out... you know, a desperate 'if anyone's hearing this--" sort of thing.
 
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Current encounter mechanics, outside interdiction of course, require running into targets in normal flight, in the context of a travel system where flying around out of FSD is not really required for anything except landing, mining, post-interdiction and combat zones.

The problem with a patrol mission for example is the same problem with current nav-point zones, why do they even exist? What are the ships that appear doing there?

This is definitely a severe "believability" problem. I think if event and mission locations appeared in the orbit of planets and other celestial bodies, it would be easier to believe that the ships were doing something useful. The problem with space is that it's so huge, there's no reason for ANY encounter to happen except around planets, stations, and resource gathering operations. (With the exception of interdictions, which still make sense when they happen in interplanetary space).
 
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• Or salvage missions: currently you go to a USS and it's a wreck with the specific type of cargo wanted (and indeed it seems that until you bring back the cargo you are pretty much guaranteed to find any number of wrecks with the same cargo). And somehow this is illegal to bring into the station even if you do it for the station owners? Suggested fix: give the player coordinates to the wreck, it appears as a specific navigation target, but there may be activity around there (perhaps the ones who blew up the ship, or local authorities investigating), and you have to either kill them, watch their movements and wait for them to be away, swoop in quickly and run, or use stealth. Or any other way you come up with, as it should be in a sandbox.

I like this idea. Choose to use stealth to sneak in and grab the cargo, or go in bold and face any resistance. Wait too long, and the cargo might be grabbed by someone else. This kind of thing could be implemented now through better template design.
 
Wait too long, and the cargo might be grabbed by someone else.

This could be good as well, although in busy systems it might make these missions very difficult with many players either competing for the missions or just checking the wrecks. Maybe a good first step might be to make the wreck destination only visible to the player(s) who took the mission (possibly giving the same mission to a few players, but not all). Or give the mission to only one player and make it visible only to them, but once they are at the site make it a USS for others to drop by while they are in the process of doing it… Reputation loss for failing the mission might also need tuning down if the failure was due to another player getting it first (and in case the same mission was given to multiple players then I think there should be no rep loss for the others if one of them completed it, as surely the mission giver cannot expect many people to succeed in the task).

But the current system definitely breaks immersion and logic: the other night I messed up my first attempt at scooping the black box (seems that on the Asp it's better to keep the canister slightly to the left of the crosshairs rather than centre). I would have expected the mission to simply fail – my fault and all that. But no, two USS later there's another black box and the mission giver will simply accept that black box. Umm, they ask me to locate a specific wreck but then the black box from any wreck in the area will do just as well? Seems like the only way to fail a mission in the game is to run out of time, which almost never happens on these kinds of missions, and if it does happen it's due to bad luck with RNG… (Ok, well, some missions do fail if you get blown up, but not nearly all.)


edit: Heh, while posting this I discovered that the abbreviation double-u tee eff is a banned word on this forum, strange.
 
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This could be good as well, although in busy systems it might make these missions very difficult with many players either competing for the missions or just checking the wrecks. Maybe a good first step might be to make the wreck destination only visible to the player(s) who took the mission (possibly giving the same mission to a few players, but not all). Or give the mission to only one player and make it visible only to them, but once they are at the site make it a USS for others to drop by while they are in the process of doing it…

I had actually meant that an NPC ship might try to recover the cargo, but opening it up to other players could be exciting as well. Maybe if they followed you into your Low-Energy FSD wake. I definitely still support missions that only appear for the player or group who has them though.
 
For example, assassination missions: currently you go to a USS, and in all the vastness of space there happens to be the one ship you are meant to assassinate, just sitting in the middle of nowhere broadcasting a signal so people can come kill him. Suggested fix: have the target fly around in the named systems. The player has to spot them in supercruise and then either interdict them or follow them to a destination (nav beacon, outpost, extraction site, hidden pirate base, etc). First implementation could spawn these only when the player has the mission, but better yet would be to have some peristent NPCs in the systems, doing their stuff (i.e., pirating other NPCs, trading, smuggling, mining, etc). You know, illusion of actual life in the galaxy, not just random encounters.

Lots of good points in this post, but I expect they probably didn't have the assassination targets actually inhabit the galaxy because they'd then either have to be visible to every player, and would be attacked for their bounty immediately in a popular system, or they'd have to be visible to only the mission recipient, which could cause complications with multiplayer if it worked properly to begin with.

The fact that mission content is so limited gives me the feeling that they were seriously running out of time when making the missions, and I think they just went with USSs wherever they could because it's a fast and ugly way of adding content without having to deal with the knock-on complications of that content actually being part of the galaxy. I can't believe their original concept for assassinations was as cynical as "Spawn an Anaconda. Anaconda attacks!" I hope 1.2 does bring a mission system overhaul, good to hear it's a possibility.
 
What's there to discuss about missions?

Horrible. Period.

It's like you have run 10 meters of a marathon, then turning around and asking to discuss how far you have come.
 
I'd kind of like the game to be a little more proactive in presenting content. USS's are fine, but I'd love to occasionally hear an audio SOS from a hauler that's under attack, or a mining operation that's lost power and needs someone to bring them a fuel cell before X amount of time runs out... you know, a desperate 'if anyone's hearing this--" sort of thing.
This would be great. +Rep
 
The fact that mission content is so limited gives me the feeling that they were seriously running out of time when making the missions, and I think they just went with USSs wherever they could because it's a fast and ugly way of adding content without having to deal with the knock-on complications of that content actually being part of the galaxy. I can't believe their original concept for assassinations was as cynical as "Spawn an Anaconda. Anaconda attacks!" I hope 1.2 does bring a mission system overhaul, good to hear it's a possibility.


I think so too. I'm just surprised new mission content hasn't been a higher priority. One "hopeful" thought is that maybe they have bigger plans for missions and don't want to use resources developing things that will soon be replaced.
 
I'd kind of like the game to be a little more proactive in presenting content. USS's are fine, but I'd love to occasionally hear an audio SOS from a hauler that's under attack, or a mining operation that's lost power and needs someone to bring them a fuel cell before X amount of time runs out... you know, a desperate 'if anyone's hearing this--" sort of thing.

Am liking this one. Instead of a USS it can be an SOS.

Traders under attack can call out as well. Then do you join the pirates or help out the trader?

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I doubt we'll see much change in the mission system we have now at any point in the future.

Perhaps, but a discussion now might make the Devs lives easier when they DO decide to revamp it. Never hurts to have a discussion.
 
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