[Suggestion] Mission Changes for Chapters 2, 3 & 4 of Beyond

Hi guys,

I've posted something like this before, but felt it was worth reiterating now that we have a clear focus on improving core game-play in Beyond. Of course, few game-play elements have enjoyed as much of a continuous improvement as missions have....especially since 2.1....but I do feel that further improvements can be made in the coming season.

Text: For an immersion obsessed gamer like myself, the text for a mission can often be a make-or-break scenario. Yet too often the mission texts (those in the top left hand corner of the mission screen) come across as dry & somewhat repetitive.

Now I realise that procedural generation places certain limits on text variability, but I feel that there is more that can be done in this area.

Fleshing out the actual text, to make it a little less dry & generic is a good start, but you should also create a data base of about 12-20 different sets of text, for each type of mission (salvage, assassination, passenger, surface scan etc etc) that can be selected for display when a player clicks on that mission

Another technique could be to make use of $Strings that can be used to insert mission specific names & descriptors, to help make the text feel even more unique.

Lastly, certain missions will give you a nice bit of extra text in your inbox after you accept it. It's worth considering adding this to *all* missions.

Mission Wrinkles: These are a great idea, in principle, but I think they need even more fleshing out. Look at adding in more potential wrinkles for each type of mission, even if those wrinkles change the nature of the original mission and/or add in a new, optional mission. For example, an Assassination might have a wrinkle that leads to an optional Liberation Mission (the Pirate we want killed has also stolen some Rare Artwork, if you can liberate them for us, we'd be most grateful). A Salvage Mission might have a wrinkle that turns it into a Liberation Mission....'cause someone got the stuff before you could get there. Don't be afraid to have more difficult missions consist of *multiple* wrinkles, & don't be afraid to have failure to achieve an Optional Wrinkle (like Time Bonus or new Destination) trigger a new, non-optional Wrinkle (for example, the New Destination wrinkle for a Salvage Mission might have mentioned that enemies are keeping an eye on the current destination, so you need to take it somewhere it is less "hot". Ignoring that Wrinkle would then trigger an "Enemies sent against you" or a "Don't get Scanned" wrinkle. Lastly, for the most difficult missions, don't be afraid to remove the optional status of certain Wrinkle types.

Mission Follow-on: As with Wrinkles, a great idea in principle, but definitely needs much more fleshing out. Nearly every mission a player does could have 3-6 potential follow-on missions that make sense within the context of the original mission. Black Box Salvage can, for example, lead to assassinations, surface salvage, hostage rescue or massacre missions. Taking a Rebel Leader to a Station could have an Assassination, Surface Scan, Salvage, Bulk Passenger or Delivery Mission follow-on. There are many, many more.....all of which I've listed in previous posts, so won't repeat here. This would then, of course, entail a significant increase in the spawn rate of follow-on missions, especially for more difficult missions.

Mission Rank vs Mission Difficulty: What missions need, more than anything, is a much closer relationship between Mission Rank & the Mission Difficulty. Each Faction should offer missions of all Ranks (from Harmless to Elite, or its relative rank in Trade or Exploration), regardless of the rank of the pilot, & commanders should be able to filter the mission board based on Mission Rank (because sometimes that Elite Pilot still just wants to do some milk-runs).

Difficulty, of course, doesn't need to relate to combat, though that is definitely one way to increase the difficulty. Of course, mission specific enemies need to be much less avoidable, & their AI needs to be more mission specific too.

Other ways to increase difficulty would be to make the mission target harder to find and/or to reach (salvage hidden amongst asteroids or within a large wreckage field, assassination targets on Silent Running, ready to ambush you, Data-point(s) hidden deep within a sprawling Outpost), throwing in mission rivals (rival ships sent to snag your salvage, or to kill your assassination target, or to capture the items you were sent to liberate), or by having the missions be over much longer distances and/or much shorter time frames (time frames even less than 24 hours, for the most difficult missions).

Of course, the most difficult missions could use a combination of any-or all-of the above.

As I mentioned previously, another way to differentiate the more difficult missions is to throw in multiple wrinkles, & have a much higher chance of the mission spawning a follow-on.

Anyway, those are my thoughts on how I feel missions can be improved even further, without any need to abandon the Procedural Generation system we currently have.
 
Hey there!

'Improve' is such a relative term :) To me what you describe is how to make missions 'more difficult', which doesn't necessarily represent an improvement to everyone.
With that being said, I do like some of the ideas you presented, but I'm not sure if remodeling all the current missions to that version would be a 'solution' even for you. My guess is that once you would play those new missions, with the new text and new twists through a couple of times and you've seen most of its possible iterations, you would feel the same way about them as you do now and wouldn't even bother to read the description, just open the map and plot.., while possibly triggering a thousand random 'missions are too hard', 'missions are too silly'.. etc posts on the forums.

Like I said, I like the angle you're leaning towards, but imo if they 'go in'.. they should 'go all the way'. They should bring a separate set of well defined 'story' chain-missions at specific locations, with specific NPC scripting and all the goodness that comes with it, which they could then periodically add to, while leaving the current 'filler' random generated missions alone (maybe with a few minor 'improvements' to them). They have everything already in place for great stories.. they have politics.. aliens.. science.. so much potential to build mission scripts for :) (Edit: also, these could have separate rewards, like 'badges' relating to the story to paint on your ship for example. - much like titles in other games)

So yea, I'd like to play those engaging missions you mention, but I want them to be exactly THAT and not the same random generated money-making chores, but in a new disguise.

The rank vs difficulty part is something that would be nice even now though and wouldn't require much work.. but if the rewards would be on par and the difficulty even slightly off, it could eliminate the 'early-game' in case a commander manages to somehow do a really high paying mission in a sidewinder :D But I suppose... good for him?

Cheers!
 
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Hey there!

'Improve' is such a relative term :) To me what you describe is how to make missions 'more difficult', which doesn't necessarily represent an improvement to everyone.
With that being said, I do like some of the ideas you presented, but I'm not sure if remodeling all the current missions to that version would be a 'solution' even for you. My guess is that once you would play those new missions, with the new text and new twists through a couple of times and you've seen most of its possible iterations, you would feel the same way about them as you do now and wouldn't even bother to read the description, just open the map and plot.., while possibly triggering a thousand random 'missions are too hard', 'missions are too silly'.. etc posts on the forums.

Like I said, I like the angle you're leaning towards, but imo if they 'go in'.. they should 'go all the way'. They should bring a separate set of well defined 'story' chain-missions at specific locations, with specific NPC scripting and all the goodness that comes with it, which they could then periodically add to, while leaving the current 'filler' random generated missions alone (maybe with a few minor 'improvements' to them). They have everything already in place for great stories.. they have politics.. aliens.. science.. so much potential to build mission scripts for :) (Edit: also, these could have separate rewards, like 'badges' relating to the story to paint on your ship for example. - much like titles in other games)

So yea, I'd like to play those engaging missions you mention, but I want them to be exactly THAT and not the same random generated money-making chores, but in a new disguise.

The rank vs difficulty part is something that would be nice even now though and wouldn't require much work.. but if the rewards would be on par and the difficulty even slightly off, it could eliminate the 'early-game' in case a commander manages to somehow do a really high paying mission in a sidewinder :D But I suppose... good for him?

Cheers!

If all you got out of my post was that I want them "more difficult", then you are clearly not paying attention. My improvements are about making Missions feel more immersive, more varied &-at the highest ranks-more challenging.

Getting paid 1m credits to assassinate a guy who ends up just circling you doing nothing.....until you get them down below 50% hull.....gets real old, real fast.
 
If all you got out of my post was that I want them "more difficult", then you are clearly not paying attention. My improvements are about making Missions feel more immersive, more varied &-at the highest ranks-more challenging.

Getting paid 1m credits to assassinate a guy who ends up just circling you doing nothing.....until you get them down below 50% hull.....gets real old, real fast.

No no no, I perfectly understood what you meant, that was simply just one of the angles you presented, but that would probably be the one to receive a major negative feedback from those who view missions as nothing more than repetitive money-making chores :)
Afterwards what I argued was if you're really sure that this will make things more immersive.. or will you end up getting bored of them as well, once you see past the new 'decoration'? I suggested to rather build completely new missions from the ground up and leave these 'fillers' as they are, or slightly tweaked by your suggestions :)
 
No no no, I perfectly understood what you meant, that was simply just one of the angles you presented, but that would probably be the one to receive a major negative feedback from those who view missions as nothing more than repetitive money-making chores :)
Afterwards what I argued was if you're really sure that this will make things more immersive.. or will you end up getting bored of them as well, once you see past the new 'decoration'? I suggested to rather build completely new missions from the ground up and leave these 'fillers' as they are, or slightly tweaked by your suggestions :)

When all my suggestions are taken together, I feel very confident that they will make things feel more varied *and* immersive. If you never see the same *specific* text for a given mission type, then they already start to feel more individual.....especially if that text is further modified by the System State and/or Faction. Being told "hey, go do this surface scan mission for us" 20 times in a row can get really dull, whereas being told something as simple as "Our intelligence has revealed that pirates connected to $faction_name are operating a smuggling facility in $system_name, & we need you to get details of their operations." Already allows for greater variation. Throw in another 10-12 potential lines of text & that variation is increased to the nth degree.

However, where the true variation comes in is via the Rank of the mission. With proper use of base difficulty/challenge, plus Wrinkles, a simple Almost Penniless Courier Mission will end up feeling very different to an Elite Courier Mission. As long as the Mission Creators can exercise maximum creativity in regards to wrinkles, then no two Elite Courier Missions needs to feel exactly the same.

However, it is by having a multitude of different follow-on missions that the greatest amount of variety can be created-especially if you are talking about a 2-link or 3-link chain. That Planetary Scan Mission could result in a Courier Mission, but another Scan Mission might lead you to a Liberation Mission. That first Scan mission, after generating a Courier Mission, might then trigger a Salvage Mission, or perhaps a Passenger Mission. Whilst the Second Scan Mission might, after you complete the Liberation Mission, result in a Massacre Mission or maybe even a Salvage Mission. It's the old Factorial Number thing, which will allow the developers to create more potential variety, with far less extra work, than trying to hand-craft even 50 unique story-based missions.

None of that should distract from the need to also throw in some more Mission Templates too. Like Shadowing & Escort Missions, Covert Ops Missions which require you to get in, scan something, & get back out again......without being detected. Or the Surface Rush Mission that we almost got in 2.1, but got removed 'cause it was bugged.
 
Another thing that can be done with Mission Wrinkles is to change up when-& how-they appear. Salvage Missions are a classic example. Time, Destination & Incoming Enemies Wrinkles always trigger after you've completed the Salvage component of the mission......but what if they could sometimes trigger whilst en-route to the Salvage? Likewise, it'd be nice to see Wrinkles trigger as the result of an in-game action, other than Super-cruise transitions. Actions like picking up non-mission based salvage, or scanning ships is a case in point.

Also, might be nice if in-game actions, like those described above, could trigger mission offers away from Mission Boards.
 
Another thing that can be done with Mission Wrinkles is to change up when-& how-they appear. Salvage Missions are a classic example. Time, Destination & Incoming Enemies Wrinkles always trigger after you've completed the Salvage component of the mission......but what if they could sometimes trigger whilst en-route to the Salvage? Likewise, it'd be nice to see Wrinkles trigger as the result of an in-game action, other than Super-cruise transitions. Actions like picking up non-mission based salvage, or scanning ships is a case in point.

Also, might be nice if in-game actions, like those described above, could trigger mission offers away from Mission Boards.

That would also be nice, especially if my actions triggered those offers and they're related to what I'm doing :) Currently for example if I'm busy mining.. I'm getting salvage mission offer every 10 minutes... like spam :D Like.. who cares? I'm shooting beam lasers at rocks! get your own darn salvage lol..
 
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