Hey guys, had a couple ideas about missions that could come from later updates... Like multi-crew, walking around ships/stations and whatnot. First I'll start off with my customizable parts idea.
Now recently there have been a couple posts about the balancing of smaller ships to larger ships. Mostly the fact that if a ship lacks firepower/armor, it should blow other ships out of the water with speed/acceleration/agility. It seems to most people that each ship is just a stepping stone that screams "Earn credits to get out of me and buy a better ship", rather than "Love me, I want to be your favorite". So I had an idea... What if you could customize the parts to make your ship get more speed, be more agile, or have more firepower, instead of limiting all of that to one model. One way to think of it would be to invent your own model of the ship. So let's say you have your vulture... But you want to have less firepower, but more speed and agility? Okay. Downgrade to medium hardpoints, add the customizable idea your thrusters so that they give you way more speed/boost than the standard grade A thruster. Maybe this would mean FD would have to create certain models for thrusters and stuff? Idk.
But the main thing about this is that the Power Plant wattage absolutely must stay the same. This would prevent someone from getting an eagle and putting a huge plasma accelerator on it. So essentially the power plant would limit you from doing anything overpowered or ridiculous. You would be able to customize the ship the way you want it to be, at the sacrifice of its other attributes. Remember, this is already kind of a thing with the hull reinforcement modules, so I was thinking it could potentially fix the whole "stepping stone" annoyance. We don't want everyone flying around corvettes 3 years down the road, right? Variety is what makes the galaxy unique. You would be able to add a bit of your personality to each ship.
Now, I'll move on to suggestions for missions, and split them into three sections. Combat, Trading, and Exploration
COMBAT
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1. The federation needs a mercenary to participate in a inevitable skirmish that will happen between idk, let's say 20 ships. (So 10v10 or whatever) Okay... So you get a mission to go to target instance. You drop in, help out your wing, and if you win, you get a rank up for participating and succeeding. Not bad, right? Would give you a bit of story eh?
2. Strike missions. Everyone loves to blow things up yeh? Of course you do... Now, what if the federation needs a military target to be taken out? A squadron of inactive skimmers that are a potential threat for a nearby station, or a prototype weapon... Well, here's where those useless missiles can finally come in handy! Hell, even add in a couple types of bombs since we have gravity now! BOMB THOSE THINGS. BOOM. MONEY. REWARD.
3. Now this will require a wing of players or a wing of NPCs under your command.. A command post lost contact a couple nights ago. Okay. A professional engineer is being sent to investigate and repair. It's your team's job to defend the station if any danger appears. Okay cool. Look. Purpose to a mission. The rest of the mission is self explanatory.
Now trading and exploration I'll have to give ideas for later, or post as the thread goes on. But so far what do you guys think?
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Might as well throw in different ideas for jobs besides combat, trading, and exploration. Or even sub-jobs. It falls in line with missions.
Now recently there have been a couple posts about the balancing of smaller ships to larger ships. Mostly the fact that if a ship lacks firepower/armor, it should blow other ships out of the water with speed/acceleration/agility. It seems to most people that each ship is just a stepping stone that screams "Earn credits to get out of me and buy a better ship", rather than "Love me, I want to be your favorite". So I had an idea... What if you could customize the parts to make your ship get more speed, be more agile, or have more firepower, instead of limiting all of that to one model. One way to think of it would be to invent your own model of the ship. So let's say you have your vulture... But you want to have less firepower, but more speed and agility? Okay. Downgrade to medium hardpoints, add the customizable idea your thrusters so that they give you way more speed/boost than the standard grade A thruster. Maybe this would mean FD would have to create certain models for thrusters and stuff? Idk.
But the main thing about this is that the Power Plant wattage absolutely must stay the same. This would prevent someone from getting an eagle and putting a huge plasma accelerator on it. So essentially the power plant would limit you from doing anything overpowered or ridiculous. You would be able to customize the ship the way you want it to be, at the sacrifice of its other attributes. Remember, this is already kind of a thing with the hull reinforcement modules, so I was thinking it could potentially fix the whole "stepping stone" annoyance. We don't want everyone flying around corvettes 3 years down the road, right? Variety is what makes the galaxy unique. You would be able to add a bit of your personality to each ship.
Now, I'll move on to suggestions for missions, and split them into three sections. Combat, Trading, and Exploration
COMBAT
----------
1. The federation needs a mercenary to participate in a inevitable skirmish that will happen between idk, let's say 20 ships. (So 10v10 or whatever) Okay... So you get a mission to go to target instance. You drop in, help out your wing, and if you win, you get a rank up for participating and succeeding. Not bad, right? Would give you a bit of story eh?
2. Strike missions. Everyone loves to blow things up yeh? Of course you do... Now, what if the federation needs a military target to be taken out? A squadron of inactive skimmers that are a potential threat for a nearby station, or a prototype weapon... Well, here's where those useless missiles can finally come in handy! Hell, even add in a couple types of bombs since we have gravity now! BOMB THOSE THINGS. BOOM. MONEY. REWARD.
3. Now this will require a wing of players or a wing of NPCs under your command.. A command post lost contact a couple nights ago. Okay. A professional engineer is being sent to investigate and repair. It's your team's job to defend the station if any danger appears. Okay cool. Look. Purpose to a mission. The rest of the mission is self explanatory.
Now trading and exploration I'll have to give ideas for later, or post as the thread goes on. But so far what do you guys think?
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Might as well throw in different ideas for jobs besides combat, trading, and exploration. Or even sub-jobs. It falls in line with missions.
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