I have no idea if anyone is as interested in this as me but...
One of the things I'd like to see fleshed out more in Elite - and one of the things I like discussing and debating ideas for - is the missions system. Since launch there haven't really been many new types of in-space missions added - and those which have been added are often just the same as the old missions except with a few different labels attached.
What I'm saying is that when I'm doing missions today it still seems like the format is always basically 'go to X generic bit of empty space/X station, kill Y/drop off cargo Y'.
It's widely agreed that Elite has some of the best space sim mechanics of any game ever. So let's discuss how could Frontier introduce some new mission formats, or add more variety to existing ones, which would take better advantage of these (very satisfying and awesome) mechanics.
So... post your idea(s) for mission formats you'd like to see in the game (or improvements to/variants of current mission formats)!
I've posted a couple below - use the template if you like.
Try to keep them realistic - remembering (a) Frontier doesn't have massive resources at its disposal and (b) they have to work within the procedural systems of the Stellar Forge. I'm no game dev so please excuse anything I say that seems ridiculous or impossible lol. Anyone with more experience in game design, chip in with your thoughts!
A couple of ideas to start us off:
Genre: stealth/combat/speed-run
Format: heist/sabotage!
Idea: New mission template: go to X location, and by any means steal Y cargo container/upload Y virus/steal Y data/destroy Y cargo container/etc.
Benefits: docking, stealth and cargo scooping are all mechanics in Elite which require a little skill to do, and a decent amount of skill to do well. What about an open format of missions that requires the player to use some of these skills under pressure? Missions where the player can choose how to do them based on what kind of ship they have (stealth/combat/speed).
This would probably require instanced locations like the ones in the suggestion below. So for example, your mission is to get into an enemy(/abandoned?) Coriolis station and steal the cargo container inside. You can choose to speed-run it, getting in and out quickly enough that enemy ships can't take you out before you warp. Or you can choose to stealth it in and out of the station using silent running. Or you can choose to take out the enemy ships and then take the cargo.
Other variants in this format might require you to dock at an enemy installation of some kind, directly upload a virus (perhaps using a custom ship module provided to you for the mission) and get out of there alive. Same principle applies, you can use whatever method you prefer.
Technical challenges/benefits: I don't think it would necessarily need a massive load of new AI behaviours, after all there are already station patrolling AI (system security) in the game. But it would need an 'alarm' mechanic for the heist missions, and a few bits and pieces for the data theft/virus upload missions (which wouldn't have to be complex on the front-end, just new UI options really, but the back-end... well I have no idea). Really it's just mechanics to set the player to hostile if they trigger certain events I suppose - players can already control their faction hostility in combat zones, so maybe this wouldn't be too impossible.
Genre: combat
Format: generic kill missions (go to X, kill X)
Idea: these missions could be spiced up a lot by introducing specific target locations. So instead of 'go to system X and hunt around in SC/Res sites/nav beacon', what about 'go to faction/pirate X's base in Y belt in Z system'. Or 'go to ship graveyard Y in Z system'.
Benefits: first of all this cuts down on the amount of time the player is wandering around in SC or popping into Res sites hoping the right targets will spawn. Less random chance means less time wasted waiting for RNG to spit out the right result for you. It makes things a bit more accessible for new players and allows experienced players to hop into the game and know they can go (try and) complete a combat mission for their chosen faction within their hour's play time. It doesn't have to be all generic kill missions but it could be some.
But secondly, remember this trailer? Yeah, it's a cinematic depiction, but notice how they chose to set most of it in a combat scene with ships flying around a station? Wouldn't that be much more interesting than just fighting in empty space?? Point is, I think this suggestion could provide a whole lot more interesting combat scenarios. Instead of fights being exactly the same as if you were bounty hunting or whatever else, here you could have fights centered around specific locations and AI behaviour to match.
So if your mission was to go hunt pirates in some system, you could be told they're hanging out at a derelict/abandoned station, and you could have the AI not just fighting you like normal, but purposefully sticking to their base and trying to use the environment to their advantage, or protecting a certain member of their wing or a certain area of the environment or whatever. Suddenly the fight's about more than the usual open-space dogfight - and it requires you to be more aware of your surroundings and even use the terrain to your own advantage.
Locations could be anything - renegade pirate outposts, ship graveyards, cargo dumps in space/on a planet surface, industrial facilities, large asteroids/comets (when they're added)... whatever.
It would break up the monotony of all PVE combat being effectively the same.
Technical challenges/benefits: there are a ton of assets (stations, CQC assets, industrial structures, megaships, ship graveyards) that could be used or repurposed for use in missions.
But it would require two things: new AI behaviours (as discussed above), and mission locations instancing. Missions are generated procedurally and in order for them to be able to send you to a location it would probably have to be generated just for that mission, at a random (but specified) location in the destination system. This could easily be explained, depending on the type of environment, as an off-grid/abandoned site, or just a temporary site (e.g. cargo dumps or temporary industrial sites) or perhaps even an under-construction station or whatever.
One of the things I'd like to see fleshed out more in Elite - and one of the things I like discussing and debating ideas for - is the missions system. Since launch there haven't really been many new types of in-space missions added - and those which have been added are often just the same as the old missions except with a few different labels attached.
What I'm saying is that when I'm doing missions today it still seems like the format is always basically 'go to X generic bit of empty space/X station, kill Y/drop off cargo Y'.
It's widely agreed that Elite has some of the best space sim mechanics of any game ever. So let's discuss how could Frontier introduce some new mission formats, or add more variety to existing ones, which would take better advantage of these (very satisfying and awesome) mechanics.
So... post your idea(s) for mission formats you'd like to see in the game (or improvements to/variants of current mission formats)!
I've posted a couple below - use the template if you like.
Try to keep them realistic - remembering (a) Frontier doesn't have massive resources at its disposal and (b) they have to work within the procedural systems of the Stellar Forge. I'm no game dev so please excuse anything I say that seems ridiculous or impossible lol. Anyone with more experience in game design, chip in with your thoughts!
A couple of ideas to start us off:
Genre: stealth/combat/speed-run
Format: heist/sabotage!
Idea: New mission template: go to X location, and by any means steal Y cargo container/upload Y virus/steal Y data/destroy Y cargo container/etc.
Benefits: docking, stealth and cargo scooping are all mechanics in Elite which require a little skill to do, and a decent amount of skill to do well. What about an open format of missions that requires the player to use some of these skills under pressure? Missions where the player can choose how to do them based on what kind of ship they have (stealth/combat/speed).
This would probably require instanced locations like the ones in the suggestion below. So for example, your mission is to get into an enemy(/abandoned?) Coriolis station and steal the cargo container inside. You can choose to speed-run it, getting in and out quickly enough that enemy ships can't take you out before you warp. Or you can choose to stealth it in and out of the station using silent running. Or you can choose to take out the enemy ships and then take the cargo.
Other variants in this format might require you to dock at an enemy installation of some kind, directly upload a virus (perhaps using a custom ship module provided to you for the mission) and get out of there alive. Same principle applies, you can use whatever method you prefer.
Technical challenges/benefits: I don't think it would necessarily need a massive load of new AI behaviours, after all there are already station patrolling AI (system security) in the game. But it would need an 'alarm' mechanic for the heist missions, and a few bits and pieces for the data theft/virus upload missions (which wouldn't have to be complex on the front-end, just new UI options really, but the back-end... well I have no idea). Really it's just mechanics to set the player to hostile if they trigger certain events I suppose - players can already control their faction hostility in combat zones, so maybe this wouldn't be too impossible.
Genre: combat
Format: generic kill missions (go to X, kill X)
Idea: these missions could be spiced up a lot by introducing specific target locations. So instead of 'go to system X and hunt around in SC/Res sites/nav beacon', what about 'go to faction/pirate X's base in Y belt in Z system'. Or 'go to ship graveyard Y in Z system'.
Benefits: first of all this cuts down on the amount of time the player is wandering around in SC or popping into Res sites hoping the right targets will spawn. Less random chance means less time wasted waiting for RNG to spit out the right result for you. It makes things a bit more accessible for new players and allows experienced players to hop into the game and know they can go (try and) complete a combat mission for their chosen faction within their hour's play time. It doesn't have to be all generic kill missions but it could be some.
But secondly, remember this trailer? Yeah, it's a cinematic depiction, but notice how they chose to set most of it in a combat scene with ships flying around a station? Wouldn't that be much more interesting than just fighting in empty space?? Point is, I think this suggestion could provide a whole lot more interesting combat scenarios. Instead of fights being exactly the same as if you were bounty hunting or whatever else, here you could have fights centered around specific locations and AI behaviour to match.
So if your mission was to go hunt pirates in some system, you could be told they're hanging out at a derelict/abandoned station, and you could have the AI not just fighting you like normal, but purposefully sticking to their base and trying to use the environment to their advantage, or protecting a certain member of their wing or a certain area of the environment or whatever. Suddenly the fight's about more than the usual open-space dogfight - and it requires you to be more aware of your surroundings and even use the terrain to your own advantage.
Locations could be anything - renegade pirate outposts, ship graveyards, cargo dumps in space/on a planet surface, industrial facilities, large asteroids/comets (when they're added)... whatever.
It would break up the monotony of all PVE combat being effectively the same.
Technical challenges/benefits: there are a ton of assets (stations, CQC assets, industrial structures, megaships, ship graveyards) that could be used or repurposed for use in missions.
But it would require two things: new AI behaviours (as discussed above), and mission locations instancing. Missions are generated procedurally and in order for them to be able to send you to a location it would probably have to be generated just for that mission, at a random (but specified) location in the destination system. This could easily be explained, depending on the type of environment, as an off-grid/abandoned site, or just a temporary site (e.g. cargo dumps or temporary industrial sites) or perhaps even an under-construction station or whatever.
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