[Suggestion] Improvements to Mission Specific Proc. Gen. objects

I think there are significant ways in which we could make further improvements to the Procedural Generated Objects that we interact with as part of missions (like the Buildings & Outposts where Liberation & Surface Scan Missions currently take place).

-Improvement #1 is to increase their persistence (as Privata suggested in another post). Basically, once a scan "reveals" a Proc. Gen object, it should remain persistent for the player-& anyone sharing their instance-until that player leaves the system. Not only would this make such objects feel more *real*, it would also mean that players would have to use skill, rather than blind luck, to actually find them (using the Search Zone navigation icon to hone in on the general vicinity of the object, then using a combo of eyeballing and/or SRV Wave Scanners to actually find it.

-Improvement #2 is to increase the ways in which we can interact with these objects. They should be destructible, & we should also have sabotage missions for them in the same way that we have sabotage missions for Permanent Settlements.

-Improvement #3 is that there should be no more limit to the size and/or complexity of Proc Gen objects than there is for Permanent Settlements. For very high paid missions (scanning, for example) the Proc Gen facility should be potentially extremely large, with multiple scan points & multiple lines of defence, and/or possibly with the object of the mission behind some kind of barrier.

-Improvement #4 is that these Proc Gen Objects.....and the missions tied to them......should pop up in space as well. Various kinds of Proc. Gen Outposts & "CQC" style assets could be the focal point of the same space based missions (like sabotage & scanning) that you get on planets.
 
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