[Suggestion] Ways to increase difficulty for Proc. Gen. Surface Settlement Missions

At present, the only way to increase the difficulty of the Settlement Scan missions at Procedural Generated Settlements is by making the settlement hostile. So, though increasing the level of hostility of these settlements is one way to scale payout to difficulty (by having more skimmers, and/or shielded skimmers, and/or replacing the skimmers with Goliaths, and/or adding more defense turrets), there are a number of non-combat options for increasing the difficulty of the missions to scale with the payout......& persistent settlement missions can provide the inspiration.

1. Size of the Settlement. Based on my own experiences, no matter how high the pay-out/rank of these missions, these Procedural Generated Settlements are "One Size Fits All"-i.e. quite small. There is no reason I can see why these Proc. Gen. Settlements can't come in +, ++ or +++ sizes, just as the Persistent Settlements currently do. That way, ++ & +++ settlements can offer greater challenge by having the mission target be very well concealed within (& this could apply to many Surface Salvage mission types too). Larger Settlements could also justify having higher levels of security *if* its an obviously hostile mission type.

2. Sequential scanning of public terminals, in order to activate the mission target. In many of the scan missions I have done at Persistent Settlements, the target terminal has started off inactive, & I have had to scan several active, public terminals in order to activate my mission target-usually within a very limited time-frame (2 minutes between scans, or else you have to start again). I see no reason why high paid/high rank missions within Procedural Generated Settlements can't occasionally have the same requirement.

3. Placing the terminal in a hard to reach area. Again, sometimes I've had scan missions at persistent settlements that were in hard to reach places-either too high up a structure to get to directly, or behind a force-field of some kind. Again, I see no reason why similar impediments couldn't be applied to missions within Procedural Generated Settlements-depending on mission rank/payout.

4. Sabotage Missions. Currently we can only do scan missions at Procedural Generated Settlements.....but why not also the Sabotage missions we currently get at Persistent Settlements. All these missions would, by definition, be hostile in nature.....& so would justify a hostile retaliation, particularly at higher mission ranks.

5. Mission wrinkles before & after the main mission. High ranked missions are supposedly meant to have a higher chance of wrinkles occurring. Not seeing this myself, but more tightly linking mission wrinkles to high ranked Settlement Scan missions could increase the difficulty. This might be ships aiming to prevent you from reaching your destination.....or getting the scan data back to base. It might also trigger a "Don't Get Scanned" or "Don't Get Destroyed" wrinkle, that must be met to avoid mission failure. There could also be the reduced time or new destination wrinkles thrown in for good measure too. At the higher ranks, multiple wrinkles should not be out of the question.

6. Follow-ons. High Ranked Scan/Sabotage missions, particularly hostile ones, should almost always trigger a follow on mission. This could be a hostage rescue, assassination, salvage, data courier, another surface scan or a massacre mission.....though passenger missions could also be a possible follow on too.

7. Ease of finding/reaching a Settlement. If promised improvements to exploration are made in Q4, then another way to increase difficulty, without bringing combat in, might be to have the Settlement be much more difficult to find with conventional scanning technologies. Perhaps higher ranked missions might *require* a commander to narrow down the location in an SRV or SLF. Also, such Settlements might be weighted towards being in hard to reach locations-atop narrow plateaus or deep ravines, for example-thus further justifying the high rank of the mission.

Anyway, just a thought. I do hope that most of these improvements are considered for the Q1 Update.
 
Although I focused on Settlement Missions in this post, I do feel a number of other mission types could get an overhaul.....so that there is a more definitive link between rank & difficulty, without relying on a combat-only approach.

For example, you could be given a space-based salvage mission which, at higher ranks, might place your salvage deep inside a dense debris field, or hidden within a planetary belt or asteroid belt. You might find yourself having to compete with other, non-hostile ships looking to pick up the same salvage (thus leaving you with the option of opening fire & becoming wanted, or simply out-flying them).

Surface Salvage missions could place the salvage in very hard to reach places-whether natural or man made-or hidden amongst a large amount of ship debris.

Assassination Missions could have the target hiding inside a belt, & using the stealth mechanics that Ramsey is referring to in order to spring an ambush.....either before or after combat begins.

Courier Missions & Haulage Missions could have a "Don't Get Scanned", "Don't Get Destroyed" or "Don't Get Damaged" requirement-either as a key part of the mission, or as the result of a Wrinkle.

I am hoping they will use the Beyond Updates to significantly overhaul the way missions play out, so that the rank of the mission bears much greater resemblance to the difficulty of the mission.
 
Only time I find a generator mission difficult is when I CAN'T LOCATE THE DAMN GENERATOR. Some of those settlements are LABYRINTHS, man...
 
Only time I find a generator mission difficult is when I CAN'T LOCATE THE DAMN GENERATOR. Some of those settlements are LABYRINTHS, man...

Do I fly over. It's a big orange thing. Lol

As for stealth mechanics, I believe the skimmers, and turrets should have detection cones.
You won't get picked up in a trespass zone in your SRV if you can avoid line of sight of these detection zones.
All the trespass zone does then, it alert you that if you are detected, you're in trouble.
Your ship still gets detected by bases as normal, to prevent gaming it. But the SRV requires line of sight to detect.
The skimmer would need to keep line of sight to increase their alert status.

Skimmers can then have "modes".
Passive is idling patrolling on a set route. It has no idea you are there.
Searching is if they catch a glimpse of you, they'll look around in the last place you was detected for a while, before going back to Passive. This mode only effects the skimmer(s) that catch a glimpse, all others remain passive. Flying a ship through the trespass zone prior to landing will set all skimmers to searching for a short time.
Alerted is they've detected you fully, but lost you again, they'll continue to you for a while before going back to Searching. Alerted also alerts all other skimmers, and sets them to Searching.
Detected is they've got line of sight, and are probably shooting you. You need to hide for long enough to let them drop their alert status, back to Alerted. Being detected sets all other skimmers to Alerted.
All skimmers in Alerted or higher status, will actively follow your tire tracks!

Turrets are far simpler. They oscillate in an easy to follow sweep, and go from passive, to detected almost instantly, also alerting skimmers.

CMDR Cosmic Spacehead
 
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I'm really loving your ideas Cosmic & Ramsey. Really helps flesh out my OP. Also, though, imagine if you took a space-based salvage mission where your mission targets were lying near the surface of asteroids, several kilometers apart.....thus requiring the pilot to exercise great skill whilst maneuvering into position to get them......then throw in the added wrinkle of competitors who are there to get your prize before you do. Suddenly you have a very tense game of "cat & mouse", one which makes best use of the terrain.

Even surface salvage missions could have the salvage on hard to reach plateaus, or the bottom of very narrow ravines. Throw in some NPC competitors in SRV's.....and again you have a thrill ride.
 
At present, the only way to increase the difficulty of the Settlement Scan missions at Procedural Generated Settlements is by making the settlement hostile. So, though increasing the level of hostility of these settlements is one way to scale payout to difficulty (by having more skimmers, and/or shielded skimmers, and/or replacing the skimmers with Goliaths, and/or adding more defense turrets), there are a number of non-combat options for increasing the difficulty of the missions to scale with the payout......& persistent settlement missions can provide the inspiration.

1. Size of the Settlement. Based on my own experiences, no matter how high the pay-out/rank of these missions, these Procedural Generated Settlements are "One Size Fits All"-i.e. quite small. There is no reason I can see why these Proc. Gen. Settlements can't come in +, ++ or +++ sizes, just as the Persistent Settlements currently do. That way, ++ & +++ settlements can offer greater challenge by having the mission target be very well concealed within (& this could apply to many Surface Salvage mission types too). Larger Settlements could also justify having higher levels of security *if* its an obviously hostile mission type.

2. Sequential scanning of public terminals, in order to activate the mission target. In many of the scan missions I have done at Persistent Settlements, the target terminal has started off inactive, & I have had to scan several active, public terminals in order to activate my mission target-usually within a very limited time-frame (2 minutes between scans, or else you have to start again). I see no reason why high paid/high rank missions within Procedural Generated Settlements can't occasionally have the same requirement.

3. Placing the terminal in a hard to reach area. Again, sometimes I've had scan missions at persistent settlements that were in hard to reach places-either too high up a structure to get to directly, or behind a force-field of some kind. Again, I see no reason why similar impediments couldn't be applied to missions within Procedural Generated Settlements-depending on mission rank/payout.

4. Sabotage Missions. Currently we can only do scan missions at Procedural Generated Settlements.....but why not also the Sabotage missions we currently get at Persistent Settlements. All these missions would, by definition, be hostile in nature.....& so would justify a hostile retaliation, particularly at higher mission ranks.

5. Mission wrinkles before & after the main mission. High ranked missions are supposedly meant to have a higher chance of wrinkles occurring. Not seeing this myself, but more tightly linking mission wrinkles to high ranked Settlement Scan missions could increase the difficulty. This might be ships aiming to prevent you from reaching your destination.....or getting the scan data back to base. It might also trigger a "Don't Get Scanned" or "Don't Get Destroyed" wrinkle, that must be met to avoid mission failure. There could also be the reduced time or new destination wrinkles thrown in for good measure too. At the higher ranks, multiple wrinkles should not be out of the question.

6. Follow-ons. High Ranked Scan/Sabotage missions, particularly hostile ones, should almost always trigger a follow on mission. This could be a hostage rescue, assassination, salvage, data courier, another surface scan or a massacre mission.....though passenger missions could also be a possible follow on too.

7. Ease of finding/reaching a Settlement. If promised improvements to exploration are made in Q4, then another way to increase difficulty, without bringing combat in, might be to have the Settlement be much more difficult to find with conventional scanning technologies. Perhaps higher ranked missions might *require* a commander to narrow down the location in an SRV or SLF. Also, such Settlements might be weighted towards being in hard to reach locations-atop narrow plateaus or deep ravines, for example-thus further justifying the high rank of the mission.

Anyway, just a thought. I do hope that most of these improvements are considered for the Q1 Update.
I like the ideas. However, on a non-atmospheric planet devoid of much activity on the surface, any standard heat or energy generation facility will function as a de-facto homing beacon.

There are options for making settlements harder to find, but FD would need to make them clear and part of the lore, or they would just add another illogical element to the game world where an outpost with ED's standard fusion power plants had no visible heat venting and no traceable radiation or communication signals.
 
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