So Elite's missions can be pretty entertaining, but mostly end up feeling repetitive and shallow.
Why not change the way missions are handled to make them dynamic for players by making them a kind of "Choose Your Own Adventure" mission style?
You get mission "elements" and stack them into a mission package (limited by your Ranks: Elite members can add more elements than harmless folk). The more elements, the bigger the reward and the danger. You take a planetary scan mission as your "base" mission. The game them offers you a couple more options to add onto it (depending upon your standing, perhaps) that allow you to add other elements to the mission. Like: 1) Steal Materials at Site 2) Destroy Skimmers 3) Hack and Reset Station Power-grid. THEN maybe you get another group of choices (depending on your Rank and choice); so you choose to Steal Materials and have a high enough rank, now you get the option to add on: 1) Deliver materials to Contact 2) Deliver materials to Station 3) Smuggle Materials onto rival's black market. You choose 1 and deliver them to a Contact in another system. The game, depending on the mission, creates an adversary for you - perhaps a pirate, perhaps a rival trying to do the same thing, perhaps system authorities? Each one shifts the dynamic a little bit. The combinations make each mission more interesting, more of a narrative than a fetch quest. And the players get to employ choices to tailor them to their gameplay interests, and the more complex, again, the better the reward and more dangerous.
Why not change the way missions are handled to make them dynamic for players by making them a kind of "Choose Your Own Adventure" mission style?
You get mission "elements" and stack them into a mission package (limited by your Ranks: Elite members can add more elements than harmless folk). The more elements, the bigger the reward and the danger. You take a planetary scan mission as your "base" mission. The game them offers you a couple more options to add onto it (depending upon your standing, perhaps) that allow you to add other elements to the mission. Like: 1) Steal Materials at Site 2) Destroy Skimmers 3) Hack and Reset Station Power-grid. THEN maybe you get another group of choices (depending on your Rank and choice); so you choose to Steal Materials and have a high enough rank, now you get the option to add on: 1) Deliver materials to Contact 2) Deliver materials to Station 3) Smuggle Materials onto rival's black market. You choose 1 and deliver them to a Contact in another system. The game, depending on the mission, creates an adversary for you - perhaps a pirate, perhaps a rival trying to do the same thing, perhaps system authorities? Each one shifts the dynamic a little bit. The combinations make each mission more interesting, more of a narrative than a fetch quest. And the players get to employ choices to tailor them to their gameplay interests, and the more complex, again, the better the reward and more dangerous.