Planetary Surface Ideas for Missions

So I rather enjoy landing on planets, mostly for exploration with my SRV, but I've noticed there isn't a whole lot of content on planets. These are just some ideas for land-able planets. They are divided between colonized, not colonized, and not current land-able.

COLONIZED PLANETS & MOONS

1) Systems that are suffering from various effects, such as famine, should have missions from surface bases that reflect this. These missions would be to deliver goods or execute tasks (on the same planet) to help offset the negative effect. An example would be "Deliver 6 Food Cartridges to Such and Such Camp". The mission would give a rough marker of the camp and delivery would actually be conducted through the SRV (as the camp lacks a landing pad).

2) Search & Rescue: mission states a large vessel has crash landed on the surface and scattered X number of escape pods. Crash site would be marked as central point with escape pods being distributed as much as 1km from the crash site. Use of radar would be necessary to locate the pods. Similarly, black boxes could be legally or illegally salvaged but would first need to be found among the wreckage, spread some 1km or so out.

3) Establish surveying beacons and locate ideal site for new camp or rogue colonists. Travel to three pre-determined points, deploy beacons at each, then travel to final triangulated position to either complete the task by delivering goods (1 Camp Module or some such) or eliminate the target threat(s) at that location. Triangulation points would be 20 or so km apart so as to make finding the ideal site mostly impossible.

4) Defend the Colonists! An established base has reported a hostile threat and requested assistance. Arrival at site triggers spawn of enemy ship(s) as well as ground enemies. Player must eliminate all threats with assistance of the base...or use the threats as a means to attack the base and steal? Options are always nice.


NOT COLONIZED PLANETS & MOONS

1) Prospecting Missions for materials - essentially mining on the surface where you trade in materials such as zinc or the like for rewards, just like in space.

2) Investigate mysterious signal: similar to the existing planetary scan missions, but with multiple steps. Scanning beacons triggers new locations to scan ending in the discovery of mission-specific cargo, data beacon, enemy target, or rescue target. Covers a total SRV distance of probably 4km or so, enough to be meaningful but low enough to not warrant use of ship.

3) Illegal Mining Operation - Hidden and heavily defended installation that needs to have internal reactor destroyed. Facility is enclosed, requiring use of SRV to 'enter' the facility and deal with skimmers and turrets while seeking out reactor. Basically a miniature 'dungeon' of maybe three or four rooms.


PLANETS & MOONS NOT CURRENTLY LAND-ABLE (Obviously these are much more experimental / development intensive)

1) Water Worlds: Salvage Missions that require limpets to gather cargo 'floating' on the surface. Just a fetch quest with neat scenery.

2) Water Worlds: Illegal Operation - Floating version of illegal mining operation, external turrets must be dealt with before ship can land on 'surface' of the platform. Deploy SRV and go inside to destroy reactor. Would make for way cool art assets...

3) Gas Giants: Hazardous Salvage - A Gas Giant's atmosphere is stable enough for ship entry but will slowly damage shields, then hull. Typical salvage mission but in atmosphere where cargo is 'floating' about. Limpets not necessary, but probably a good idea.

4) Gas Giants: Hazardous Mining - Unique asteroids have become trapped in the atmosphere and infused with the gases, creating amazing compounds needing to be studied. Mining laser necessary while exposed to the hazardous environment of the gas giant.

5) Icy Planets: Dangerous Rescue - Escape pods have landed in the midst of frozen lake whose surface cannot support the weight of a starship but can that of an SRV. Salvage mission that just forces you to land further away. Slippery surface will require care when scooping mission cargo. Could have holes in ice that result in rapid destruction of SRV if it does not escape / falls in.

6) Icy Planets: Mountain Salvage - Salvage mission that generates atop icy mountains with multiple paths for SRV to ascend and descend. Nature of terrain forces ship to land at base of mountain, making for a long trek in SRV. Mostly just a 'driving' mission type.

7) Icy Planets: Illegal Ice Harvesting - Enemies have erected a large ice-drilling platform you are tasked with disabling. Where the mining operation is underground and the water world underwater, the ice platform is exposed to the air but heavily defended against aerial assault. SRV will ascend the drilling platform (complete with a few slippery spots that may result in a high fall into the icy depths below) and destroy the enclosed reactor as normal


Just some ideas for new planetary content - most of it is SRV focused, but I like surface flight too if it isn't forever long (like when searching for coordinate of alien wreckage...) I'd also like to see options opened up for SRV loadouts in the future where certain SRV modules would be beneficial dependent upon these missions.
 
Hello, Sandkid. :)

I've little to add, but top ideas all round. +1. I definitely like the idea of temporary camps - it's very flexible, as ideas go. They wouldn't need to be persistent, could be plausibly populated with almost anything - and deliver all manner of useful information, general flavour and mission-related things. FD could do a lot with something like that. Good thinking, that man. :D
 
Hello, Sandkid. :)

I've little to add, but top ideas all round. +1. I definitely like the idea of temporary camps - it's very flexible, as ideas go. They wouldn't need to be persistent, could be plausibly populated with almost anything - and deliver all manner of useful information, general flavour and mission-related things. FD could do a lot with something like that. Good thinking, that man. :D

Thanks!

One of the frequent complaints I see when searching for information myself (such as how to get unknown fragments most recently) often cite the difficulty in finding lore in the game. I agree with most of the hard-core players that you need to explore the sandbox to answer questions like supplying Palin...but the information itself is very sparse and not so much difficult as unlikely to found.

To your point of temporary camps and the like, the transmissions we see off of planetary scan missions can be copied or modified for the same purpose. The more opportunities FD has to 'tell the story' through not just mission text but flavor text on items, enemies, or even just environmental scenery, adds to the depth of the game as a whole. I LOVE games that make me ask questions, such as...

1) Why are there rogue colonists?
Because a war has started - shows how influence through my other missions has created tangible change.

2) Where did their skimmers come from?
Factories or illegal operations where they are shipped in - the enemy faction ships I see in space could be hauling them right this minute, which means I don't need a mission to pillage them. Or vice versa - I pillage a ship and notice it is carrying skimmer pieces...this mission explains why.

3) Why is watery world exploration data so valuable?
Operational platforms show how precious liquids are harvested. Illegal operations could have flavor text and environments showing these liquids being used to produce illegal munitions and ordinance. My completion of a mission could lead to or end war in the system. Or, if biological in nature (such as an ammonia world) could lead to pestilence and famine...or prevent it.

4) Where was this crashed ship going? Who are these people in the escape pods?
They might be innocent tourists needing a helping hand...or slavers who ran into bad luck with the authorities. I could choose to sell the tourists into slavery, or help the slavers get back on their feet...or be the good guy in both cases. More interestingly, flavor text and scenery could indicate a nearby point of interest - tourist spot or hidden slaver camp - or who attacked them - thargoid? security? rivals? - and where I might find them to exact revenge, or help them.


The point being that ED is a sandbox that BEGS you to make decisions and goals for yourself...which is a good thing...but sometimes lacks the content or 'story' to help you make those decisions and goals...which is bad. I'm not much of a role player, but I often think content made FOR role players generally benefits the whole player base.
 
Some great points, here I have been posting for what seems years with regards a huge buff with regards planets and what to do, there is so much potential for frontier here but nothing seems to happen, hopefully, in the future or with the advent of 2.4 QoL updates we will see some big changes. One of my biggest issues is that the stations on planets all look to new and dust free they look so out of place which kind of breaks immersions, however, the engineer bases seem ok, so why can't they look into this . and lastly is Frontier has created this huge galaxy but to me personally they have just not filled it up enough, this is everything from wreck sites (variety) not copy and paste all the time really annoying, this is seen in thargoid wreck sites, the lack of finds general all round USS all seen to have 90% material for engineering most of the time what happen to the cargo cans ??? and general finds on planets take days.

So all in all yes big things need to be added along with many of your suggestions. :)
 
Some great points, here I have been posting for what seems years with regards a huge buff with regards planets and what to do, there is so much potential for frontier here but nothing seems to happen, hopefully, in the future or with the advent of 2.4 QoL updates we will see some big changes. One of my biggest issues is that the stations on planets all look to new and dust free they look so out of place which kind of breaks immersions, however, the engineer bases seem ok, so why can't they look into this . and lastly is Frontier has created this huge galaxy but to me personally they have just not filled it up enough, this is everything from wreck sites (variety) not copy and paste all the time really annoying, this is seen in thargoid wreck sites, the lack of finds general all round USS all seen to have 90% material for engineering most of the time what happen to the cargo cans ??? and general finds on planets take days.

So all in all yes big things need to be added along with many of your suggestions. :)

You mention the emptiness of the game and you're right - though that plays a lot into the feel of ED. Space is big and...uh...empty. That said, you can work with a lot inside the Bubble because, you know, it's inhabited and stuff. So inside the bubble and extending out, say, 50LY, USSs could potentially point to surface activities. An example might be discovery of a satellite passing transmissions from an illegal operation, or a last-ditch effort to launch a rescue beacon into space. USSs can have a lot more variety added if linked to surface activities, whether they are in the confines of an actual mission or not.

Outside of the bubble, that dramatically changes. Thargoids in the Pleiades is one thing...but anywhere else, you simply don't get USSs because they wouldn't make sense. You're literally in the middle of nowhere. From a coding perspective, it might be reasonable to have USSs that spawn based on a range of total distance jumped since last dock...or time in flight or some such. A random algorithm that might see you discover something shortly after leaving the bubble...or nothing until the other side of SagA*. Thing is, RNG in this sense won't be all that great (though it would break the monotony of long-term travel).
 
Added Suggestion

Hello, the sole suggestion I would make would be to add High Gravity Specific missions as well, where the mission types differ from your some of your original suggestions such as:

1. High Gravity Rescue
This could be a ship that has either crash landed and survived or isn't powerful enough in its own right to take off again and requires a "tow" or the pilot/crew/passenger require rescue.

2. Etc.
 
I think some assets needed to place on planets, to fill up the planets. old ruins or other things, to make planets more interesting.

I really like the ideas, planets are so empty and there are not much quests for planets.
 
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With the Expo now behind us, we have some sweet news on planets! ICE PLANETS HOORAY!

Anyways...thought I'd resurrect this thread since FD is obviously working on the subject of the thread. Anyone else have ideas or suggestions for planetary mission designs?
 
Planetary discovery beacon.

Just thinking, how cool it would be to have a beacon placed either on planet surface, or in orbit. That could be scanned, with a small message giving details of CMDR that first discovered the system.
"This system was first discovered by CMDR [name] on [date].
CMDR [name] has also discovered [number] other systems."

Add to that maybe 50k cr worth of cart data.
Or even allow Cmdr's to enter their own text for each new system they find as a kind of captains log of their journey.
 
Hello, the sole suggestion I would make would be to add High Gravity Specific missions as well, where the mission types differ from your some of your original suggestions such as:

1. High Gravity Rescue
This could be a ship that has either crash landed and survived or isn't powerful enough in its own right to take off again and requires a "tow" or the pilot/crew/passenger require rescue.

2. Etc.

High Gravity is definitely a feature that could be used a bit more. Landing large ships, particularly, becomes a bit challenging in these scenarios. It's not that you can't use a large ship more so that it would be riskier to do so.

As for towing, that's a whole new feature - which I'm all for. It just needs to be identified as a totally new development asset. Towing is currently not used because of Fuel Limpets. Missions requiring fuel limpets or repair limpets would be a potential idea. A more complex version might see you deploying limpets to a rescued ship, then following it until it jumps out of system. This poses the opportunity for 'crises'.

Crises might be:
1) The ship comes under attack and you must defend it (would occur before leaving planetary space, forcing a fight in gravity)
2) The ship has a fuel leak or something breaks mid-launch, requiring an emergency fuel or repair limpet before it begins hurtling back towards the surface.
3) The ship has a fuel leak or something breaks and drops out of supercruise before it jumps system - find the low-wake and assist once again
4) The ship is a pirate and, now re-fueled and/or repaired, attacks you!
 
I operate a "Single Shameless Bump for Self" policy.

This is my single shameless bump!

Comment if you like the ideas or have your own suggestions.


...or let it settle to the bottom of nothingness known as page 3 and beyond... (Dun Dun Dunnnn!)
 
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