Currently, when approaching a planet that has a mission, we must fly close to the planet to locate the main area, then approach this area so that a search sequence starts. This search is completely automated, and can act a little strange.
My suggestions (without knowing exactly how the final location is chosen for spawning the mission target):
I. Minimal changes to overall system
II. Slight re-work to the overall system, and something that I think would be more enjoyable/less automated:
I know this might be a pipe-dream, and that it might require an overhaul of some things to work, but I wanted to throw it out there. Planetary missions are a great change of pace from hauling passengers, or pirate hunting, and it just seems to me that the system could use some love.
Thanks for this great game.
My suggestions (without knowing exactly how the final location is chosen for spawning the mission target):
I. Minimal changes to overall system
- Tweak range of the search sequence so that the location doesn't shift drastically around the minimum orbital flight altitude. (I have had a few missions where the search location suddenly shifts hundreds of kilometers just as I'm dropping out of Orbital flight)
- Tweak radius of mission area (again, without knowing how the spawning system works): Surface mission waypoints could be much more accurate to the mission area. Say, a radius of 50-100km. And the spawn of the target could take place from much further out, as opposed to a few kilometers.
II. Slight re-work to the overall system, and something that I think would be more enjoyable/less automated:
1. Pre-allocated spawn position (upon mission accept? System entry?) for the outpost/crash site/etc. An exact LAT/LON position.
[*=1]By pre-allocating spawn positions, multiple missions on the same planet/moon may need to be given separate locations, but this will drastically reduce the breaks in immersion from having to enter orbital flight just to reset the mission target.
2. Mission "waypoint" is a rough area around the location, the search is performed manually by the player. Mission search area can be larger for things like a crash site, or smaller for things like fixed structures.
- Using a Detailed Surface Scanner (DSS), the player can release a probe from orbit that will locate the exact (almost?) position of the mission target. This will update the Navigation panel with a waypoint that the player can lock and fly to.
- Once in planetary flight mode, the player can overfly the mission area and use the ship's radar to hone in on the target. Or, visually identify the target. If the structure has an antennae, this should allow for much easier locating (I'm thinking of the jittery radar contacts by objects that are just out-of-range).
- SRV can deploy and locate the target using its onboard systems. So, you fly to the mission area and deploy your SRV to perform a ground search.
3. Rewards
[*=1]By creating a new use for the DSS, players can multi-task while they're out running missions. On top of locating their mission target, they can perform a detailed scan of planets and sell the information.
[*=1]SRV ground searches can provide the player with the excuse they needed to grab some more materials for engineering, or to happen upon points of interest.
[*=1]As well, with the increased difficulty (potentially) of manually locating the mission target, and with the fact that commanders may have to specialize their ships (Detailed Surface Scanner, SRV hangar), mission pay-outs can be increased.
[*=1]Finally, commanders can immerse themselves a little more into the role of space hacker, commando, smuggler, or search and rescue pilot.
I know this might be a pipe-dream, and that it might require an overhaul of some things to work, but I wanted to throw it out there. Planetary missions are a great change of pace from hauling passengers, or pirate hunting, and it just seems to me that the system could use some love.
Thanks for this great game.