Mission Providers in the social space - an invitation to treat?

For the most part I'm finding myself going to the terminals to pick up missions to get some of the rarer items that I need for engineering. As a result I'm rarely checking any of the mission providers, and might be missing on some missions that I would take, and/or try to negotiate up to better rewards. A part of this is that mission givers don't advertise themselves very well and you actually have to speak with them to find out what they want.

So I thought about adding some kind of "invitation to treat" that would be visible before starting a conversation with them. It might work something like this:

The current "I'm a mission giver" icon above the head when you don't have your reticule over them, and at long range a "name and role" tooltip when you do. When you get closer the tooltip changes to provide more information about the type of mission. Closer still there's even more information about the type of mission and the rewards.

Here's a mockup of this, cobbled together from screengrabs of the current mission giver dialog (so some of the text is slightly distorted due to curvature). I've used the first line of the mission description as part of the invitation to treat. Also a short delay before the popup appears with more detail, so that while walking past the mission giver then you doesn't get "popup spam".

And a final suggestion: if the mission givers had rewards that were more tailored to the engineering (no influence, but a choice of 2 or 3 types of engineer materials) would make them more useful?

I don't really want to remove the mission givers and "fold" their missions into the mission board - easy to do, but doesn't really fit with the social space idea.

Appreciate you're busy with other things at the moment - but wanted to put the idea out there. Thanks for reading.


Mission Provider invitation to treat.jpg
 
I generally find that if I want to know what someone wants I have to communicate with them in some fashion. It's bad enough that they announce to the world as you are passing that they are on the wrong side of the law, without a bloody great neon sign announcing exactly how many people they want you to murder and where.
Not for me.
 
Understand where you're coming from, but I'm finding that the number of interactions needed to work out that there isn't a match in objectives/rewards is discouraging me from using the mission givers in the first place.
 
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