Mission Editor for ED

TLDR: To ensure the future of ED, give us a detailed mission editor, please.

Ed missions. as they stand, are all created by FD and generally follow a standard template. Consequently they are fairly boring credit farming ventures.

Now if you look at Arma 3 (and all previous versions) they have a magnificent mission editor available to the players for them to develop and publish their own hand crafted missions. This mission editor has evolved and developed over the years into a powerful and essential part of Arma. The user created missions range from rescues, attacks, ambushes, escapes and a huge amount more to even a space sim mod of sorts (Cosmos Engine). Some are huge multi-part campaigns and others single one offs. Some single player, some multiplayer and all are made by the players.

I believe that the mission editor in Arma has given this game a great deal of longevity (15yrs). Rather than keeping the players away from the development of the game, Bohemia Interactive have actively encouraged the players to be part of the process. This has made Arma a stand out game in my opinion and has a huge mission building community. This is something that FD should look at, it has made Arma into a long lived success in the military sim world and this is where ED could be in the space sim world. We have this huge galaxy so let the playerbase fill it with missions and adventures.

It has been said dozens of times, that FD have created a fabulous sandbox but with little depth, now in a way that's understandable, any game company would be hard pressed to fill such a vast space with interesting things to do, so a Mission Editor would give access to all the passionate players, groups, factions etc out there to develop their own stories and adventures, to then have them accessible on the mission board for other people to participate in, filling the bubble and beyond with more missions and advetures than you can shake a stick at.

Now, and this is the big now, This would mean that FD would have to develop mission editor software, something with proper tools, maybe with a graphical starting point of the galaxy map. We would need tools for routeing and mapping, allies and enemies, waypoints, text and video boxes, and a whole host of other tools to create meaningful, deep and fun missions. NPCs would figure big in all this so we would need a lot of tools to control their actions and whereabouts, branching controls and all sorts of things.

Also, a way of testing the missions content would be needed before being uploaded to the game, so maybe volunteer testers, similar to the forum mods, could do QA then pass them up to FD for final testing and then insertion into the mission board.

And I would like this by Christmas please.

Actually Christmas 2019 would be ok
 
I'd imagine that's something we'd only see at the very end of the life-cycle, if at all. We don't even have the toys to play with creatively at the moment - AI scenarios, a broad spread of mission templates, interesting internal wrinkles etc. (Everything they've built to date is pretty basic because it's designed to work with the big procedural spread of possibilities - the breakdown of a simple mission in this Q&A was pretty eye opening).

Something that seems more achievable in the interim would be mission templates and a player bulletin board (and in-flight offers). It could work alongside their current metrics for making a mission function in the local environment, but also allow players more agency and co-op. I'm thinking standard stuff like escort / hijack / assassination missions etc, with some barter over payouts etc. It's be essentially a way of winging up on the fly with strangers and broadening the mission pool at stations, but could add a fair bit for a comparatively 'simple' addition. (I mean simple compared to full tailored in-house missions like the new training missions, or a player-generated mission designer).
 
This is a feature I'd absolutely love to see. With this community especially, who've created already so much extra content for this game with player groups and radio stations and so on. I can't think of anything that would make the game instantly feel more alive and that would fit so well into the galaxy. I like it.
 
This is a feature I'd absolutely love to see. With this community especially, who've created already so much extra content for this game with player groups and radio stations and so on. I can't think of anything that would make the game instantly feel more alive and that would fit so well into the galaxy. I like it.

Yep it would be great, it is the one thing that keeps me coming back to Arma, the variety and scope of the user created missions. And if ED had something along similar lines it would open up a whole "galaxy" of creative brilliance that would fill the sandbox up pretty quickly.
 
It would be awesome and would help tremendously the game. I suspect it would require a significant amount of work to be done properly but the result would definitely be worth it.
 
I'd imagine that's something we'd only see at the very end of the life-cycle, if at all. We don't even have the toys to play with creatively at the moment - AI scenarios, a broad spread of mission templates, interesting internal wrinkles etc. (Everything they've built to date is pretty basic because it's designed to work with the big procedural spread of possibilities - the breakdown of a simple mission in this Q&A was pretty eye opening).

Something that seems more achievable in the interim would be mission templates and a player bulletin board (and in-flight offers). It could work alongside their current metrics for making a mission function in the local environment, but also allow players more agency and co-op. I'm thinking standard stuff like escort / hijack / assassination missions etc, with some barter over payouts etc. It's be essentially a way of winging up on the fly with strangers and broadening the mission pool at stations, but could add a fair bit for a comparatively 'simple' addition. (I mean simple compared to full tailored in-house missions like the new training missions, or a player-generated mission designer).


Yeah, I missed that video, very interesting. But these procedural techniques that ED is using is only giving us pretty boring missions. I understand that there is a lot of "handling" needed to get the missions on the board as they are, but it clearly doesn't make them that much fun or have any depth. The numbers mentioned are huge and I can see that the variables are mind boggling to produce the missions as they are, and also keeping the BGS happy is another problem for the designers, but all it is producing are missions that are a bit samey.
Developing any mission creation software would be a large undertaking for FD, but continuing with mission generation as it is today is only going to lead boredom at best and players leaving at worst.

A problem that does occur to me is that to develop a mission editor of the type in Arma we would almost need a parallel galaxy to operate in where the outcomes have no effect on the BGS, otherwise you would end up with missions only happening once as the outcome would then effect the BGS, and what you would actually want is that the missions are available to multiple players at any time. This is probably the biggest hurdle to overcome.

At the end of the day, what I feel is that giving players tools to design adventures has given Amra a longevity and depth unlike any other game around, it has remained as the go-to military sim for years and looks like it will continue like that. ED has such fabulous potential for deep gameplay with the billions of systems availible that is a shame that the huge creative playerbase can't access tools to keep the galaxy thriving with adventures.
 
It's definitely not impossible, but until they improve the current content (whether it be bespoke missions or improved procedural ones), I can't see how we'd be able to inject much creativity. There's just not enough to work with.

If I daydream about it I see missions with elements like:

  • Flying dangerously low over rings: Follow signal breadcrumbs to a ship that dipped too low and crashed out, then track down the cargo dropped by its malfunctioning cargo hatch before they decompose. / Chase a low-flying pilot, drop down after them, follow the trail of defensive mines they leave behind them, follow them visually as they go cold and try and reach a pirate asteroid base.
  • Borrowed Ships: Pilot ships with broken or experimental modules. Smuggle goods that are damaging your modules / Get dangerously close to a sun to measure its output / Take out a military satellite and escape in this uber-stealth ship using its amped-up heatsinks wisely / Intercept a valley-hugging secret convoy and use this heat weapon to force them to land etc
  • Escort a convoy, with penalties for any ships lost / Ambush a convoy, then eject that stolen booty at speed to your contact.
  • Race markers for SRVs and flight.

And there are loads more good ideas out there that work with current mechanics (and even more that are possible once we have Legs / advanced life etc). If they can get scenarios like these to work in game, then community creativity has something to get it's teeth into. All the above would need a lot of hammering out in the first place to be made to work though. (Race markers seems like the most obvious early example of community content that could come sooner rather than later though :))
 
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Oh man would I love to see this feature!

I had imagined a mission where you're scouting about on a planet, you find SRV tracks leading off into the distance, you follow them to adventure... would love to have a stab at this myself!

Have some rep OP

o7
 
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Oh man would I love to see this feature!

I had imagined a mission where you're scouting about on a planet, you find SRV tracks leading off into the distance, you follow them to adventure... would love to have a stab at this myself!

Have some rep OP

o7

Thanks for the rep!

There are so many mission ideas.

One thought I had was initiation missions for factions. If you want to join a faction then they send you off on some specific daring adventure to prove your courage.
 
It would be great but it's unlikely.

I fear you are correct, but I see player mission authoring as a sure fire way of keeping Elite Dangerous current and popular, there are a lot of space sim type games on the horizon, and ED will start to look very long in the tooth if the devs don't start looking at its place in the larger game market and start innovating. Once (if) SC hits then that is gonna hurt ED, no doubt about it, so unless FD pull a very large rabbit out of the hat and SC proves to be a NMS then the future will be challenging.
 
It would be an utterly huge undertaking to create it. The way the game works makes it near impossible to implement (near, though, not totally)

There would be HUGE problems with the payouts for one thing, but actually allowing players to implement anything beyond what we currently have, first means they need to create missions that are... well... beyond what we currently have in the first place.
 
Yeah, I mentioned this in the old Alt.Fan.Elite USENET forum back in 2002.

As previously mentioned though, I can't see this coming for quite a while if ever. The other challenge is that the hand-coded missions in FFE worked because the game was single player; with ED hand-coded missions are now CGs so anything user-created would be lost after the first person had played it.
 
TLDR: To ensure the future of ED, give us a detailed mission editor, please.

Ed missions. as they stand, are all created by FD and generally follow a standard template. Consequently they are fairly boring credit farming ventures.


Neverwinter has something like this. "The Foundry" where players create quests that other players can play. And a rating system. It could be fun. :)
 
Persistent npc's, replete with personality, jobs, credit balance, ships, and very good learning ai. And have them actually play the game within game rules.
 
The missions in ED are designed to be just basic and simple (kill someone, we'll pay you), because they want the universe to make the stories while you're doing the missions. And yes, they tend to be boring sometimes, but also sometimes something truly amazing happens, something I think about to this day. And with every addition, the universe becomes more unpredictable and dynamic, which is the path I want Elite to go.
 
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