Thoughts on missions and how to improve them (IMHO)

Please take these suggestions in the manner I intend them. I am not a programmer, so have no clue how difficult these ideas would be to implement. That said, some of the stuff I will suggest either is or was in the game in some fashion. Please feel free to add any other suggestions to the list!

1. Bring back Chained Missions: Seriously, I genuinely don't know why these were removed, but they need to be restored-and expanded to on foot missions.

2. Generate minor narrative elements for standard missions: When we get on-foot missions from mission givers standing around the concourse, you can see that there is always a brief narrative about why the mission needs to be done. I would love to see a simplified version of this applied to missions we get from mission boards-whether for ship-based, SRV-based or on-foot based missions. Even before the advent of AI, several games with procedural generated quests had these simple "narrative generation" tools-usually reliant on coding strings or the like to create a semi-believable narrative.

3. Expand the number and frequency of mission wrinkles: Pretty much self-explanatory.

4. Expand the ways in which we can get missions beyond the mission boards and mission givers: NPC pilots, scanning of various outpost beacons, collection of various types of salvage (like black boxes and escape pods) are just a few additional ways in which we should be able to get missions within the game.

5. Provide greater flexibility in how to complete missions: For example, if an SRV-based mission requires you to interact with the Uplink of a surface outpost, it should be possible for the player to disembark and do it whilst on-foot....perhaps using a method similar to when we encounter crashed Nav Beacons and satellites. Likewise, if a mission requires you to salvage hostages or escape pods from a planetary surface with your SRV, you should have the option to release the NPC(s) (maybe using an Arc Cutter or an E-breach) and take them with you on your ship as passengers.

6. Create new variants of existing mission types: There are several mission types in the game for which I feel variants would work very well. For instance, we can currently salvage goods from abandoned surface outposts and facilities, and also missions to repower them. So why not a variant for orbital outposts and facilities-using a variety of methods to gain access to the inside of the location-with some possibly housing hostile NPC's within. In a similar fashion, you could have on-foot massacre and assassination missions in these same locations. Passenger missions should also be obtainable whilst on foot, with the added wrinkle that you may have to escort the NPC(s) from one location onto your ship, then safely escort them from your ship to their ultimate destination.

7. More tools for completing missions and other activities: I have mentioned elsewhere that it would be great if our Artemis Suit had a tool for sampling non-organic material-like material from fumaroles and geysers, or samples of soil or gas from these kinds of locations. In a similar vein, it would be great if the Maverick Suit had an additional tool especially for picking locks in the absence of an e-breach or a cloned security level. I am thinking of something akin to the tool used in Alien Isolation, if anyone is familiar with that.

Anyway, those are just the thoughts that immediately come to mind. I'd love to hear what you guys think.

Marc_Hicks.
 
I don’t do/like missions so only do them as required to rank up or gain a permit.

Please take these suggestions in the manner I intend them. I am not a programmer, so have no clue how difficult these ideas would be to implement. That said, some of the stuff I will suggest either is or was in the game in some fashion. Please feel free to add any other suggestions to the list!

1. Bring back Chained Missions: Seriously, I genuinely don't know why these were removed, but they need to be restored-and expanded to on foot missions.
The only caveat is it would make rank up missions slightly harder to spot, but yes.

2. Generate minor narrative elements for standard missions: When we get on-foot missions from mission givers standing around the concourse, you can see that there is always a brief narrative about why the mission needs to be done. I would love to see a simplified version of this applied to missions we get from mission boards-whether for ship-based, SRV-based or on-foot based missions. Even before the advent of AI, several games with procedural generated quests had these simple "narrative generation" tools-usually reliant on coding strings or the like to create a semi-believable narrative.
One of the things I like about ED is the low levels of narrative and plot so am unconvinced by this.

3. Expand the number and frequency of mission wrinkles: Pretty much self-explanatory.

4. Expand the ways in which we can get missions beyond the mission boards and mission givers: NPC pilots, scanning of various outpost beacons, collection of various types of salvage (like black boxes and escape pods) are just a few additional ways in which we should be able to get missions within the game.
The missions that pop up to distract me when out (usually) shooting ships at a RES are an annoying distraction that are only sent by the people behind the ships I am destroying to make me go somewhere else that is probably a trap are more than enough already.

5. Provide greater flexibility in how to complete missions: For example, if an SRV-based mission requires you to interact with the Uplink of a surface outpost, it should be possible for the player to disembark and do it whilst on-foot....perhaps using a method similar to when we encounter crashed Nav Beacons and satellites. Likewise, if a mission requires you to salvage hostages or escape pods from a planetary surface with your SRV, you should have the option to release the NPC(s) (maybe using an Arc Cutter or an E-breach) and take them with you on your ship as passengers.

6. Create new variants of existing mission types: There are several mission types in the game for which I feel variants would work very well. For instance, we can currently salvage goods from abandoned surface outposts and facilities, and also missions to repower them. So why not a variant for orbital outposts and facilities-using a variety of methods to gain access to the inside of the location-with some possibly housing hostile NPC's within. In a similar fashion, you could have on-foot massacre and assassination missions in these same locations. Passenger missions should also be obtainable whilst on foot, with the added wrinkle that you may have to escort the NPC(s) from one location onto your ship, then safely escort them from your ship to their ultimate destination.
Not more be nice to passenger missions.

7. More tools for completing missions and other activities: I have mentioned elsewhere that it would be great if our Artemis Suit had a tool for sampling non-organic material-like material from fumaroles and geysers, or samples of soil or gas from these kinds of locations. In a similar vein, it would be great if the Maverick Suit had an additional tool especially for picking locks in the absence of an e-breach or a cloned security level. I am thinking of something akin to the tool used in Alien Isolation, if anyone is familiar with that.

Anyway, those are just the thoughts that immediately come to mind. I'd love to hear what you guys think.

Marc_Hicks.
 
One of the things I like about ED is the low levels of narrative and plot so am unconvinced by this.
To be clear, I'm not talking about a novella's worth of narrative or anything.....and just as now any narrative elements would be an "optional extra" for those who want it. I guess, as an example, is if a mission giver wants me to go salvage a Black Box from "$System_Name", then it'd be great-for me-to have a bit of background behind why this salvage mission is important-perhaps based on the current system state. Maybe it was a scout ship looking into an expansion opportunity into that system, or a courier delivering important data that went missing. Like I said, doesn't need to be in-depth, and should be ignorable if you choose, but it would help for people like me who want a bit more "story".
 
To be clear, I'm not talking about a novella's worth of narrative or anything.....and just as now any narrative elements would be an "optional extra" for those who want it. I guess, as an example, is if a mission giver wants me to go salvage a Black Box from "$System_Name", then it'd be great-for me-to have a bit of background behind why this salvage mission is important-perhaps based on the current system state. Maybe it was a scout ship looking into an expansion opportunity into that system, or a courier delivering important data that went missing. Like I said, doesn't need to be in-depth, and should be ignorable if you choose, but it would help for people like me who want a bit more "story".
I realised you were just after this level of narrative which is why I was merely unconvinced, if it was a full on mini story I would have been much more negative.
 
I don’t do/like missions so only do them as required to rank up or gain a permit.


The only caveat is it would make rank up missions slightly harder to spot, but yes.


The missions that pop up to distract me when out (usually) shooting ships at a RES are an annoying distraction that are only sent by the people behind the ships I am destroying to make me go somewhere else that is probably a trap are more than enough already.
For me, missions is what ED is all about, hence why I am making these suggestions. It's the bit I loved most in Elite 2 & Elite 3 as well....especially the Passenger missions.

For you second point, I think in that situation they'd need to add a new and/or additional identifier to help set rank-up missions apart from Chain Missions. In fact, until I found out Chain Missions had been removed, I thought a rank-up mission was a Chain Mission.....so the confusion runs both ways ;).

I think you missed the point I was making on that 3rd one there. In all but one of the examples I gave, the mission would be given as a result of your direct interaction with another item within the game (salvage, Outposts etc). Even the one with NPC pilots contacting you with a mission should be limited to just within regular Supercruise travel.
 
I realised you were just after this level of narrative which is why I was merely unconvinced, if it was a full on mini story I would have been much more negative.
Have you ever taken a mission from the mission-givers standing around the concourse of Stations and Outposts? That would be-at most-the level of narrative detail I would need. The fact they are already doing it here makes me wonder why they haven't applied a lesser version of it to the Mission Boards.....especially now that AI is such a big thing.
 
Have you ever taken a mission from the mission-givers standing around the concourse of Stations and Outposts? That would be-at most-the level of narrative detail I would need. The fact they are already doing it here makes me wonder why they haven't applied a lesser version of it to the Mission Boards.....especially now that AI is such a big thing.
Not since just after Odyssey launched when I took a few that way and more off the boards but almost nothing since then.

In fact one of the things I try and do in a concourse is get through it without triggering the mission giver’s loitering around the place but there is usually one or two that I can’t keep out of their activation range.
 
I've done a lot of Space Ubering .... the one thing I have never understood about passenger missions is the utterly pointless sidequests they always want you to do ... If I am transporting you to a different station for 6mil credits ... why on earth would I go to a conflict zone ... or nav beacon on the way for 20,000 credits ... it is ZERO incentive. I literally ignore all the requests and just drop them off.
 
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