Trade Mission Realism + More...

Stacking Trade Missions:
This is obviously something the game designers plan for because, for example, most Repair Stations ask for small amounts of a product and many of those products can be purchased at the same place, such as a surface station selling Ceramic Composites, Synthetic Fabric, Polymers, Super-conductors and Semi-conductors. Given that the player is supposed to stack these missions, does it make sense that most of the missions return with 3-4 Elite Anacondas queuing up to steal 4 tons of Ceramic Composites? Sure, if I want to spend 3 hours farming Elite Anacondas for components, this works, but it really hurts immersion in the game universe.

You're already coding this on IF/THEN statements and likely % chances right? Why not something like this:

35% Chance - Nothing happens, nobody assaults the player.
15% Chance - Time bonus when entering system.
10% Chance - One enemy will interdict the player.
5% Chance IF destination has black market - Pirate will approach the player and ask if player can add X illegal cargo to order
5% Chance IF destination has search/rescue - Spy will approach the player and ask to be smuggled into the station
5% Chance IF destination party is at war - Other warring body will approach the player and ask them to contaminate the cargo with disease
5% Chance - Multiple enemies (queuing) or a wing will interdict the player.

Based on the Player's relationship with the parties in the system, based on system security and other issues, add or subtract 10-20% to the various chances. So a high security system might add 20% to "nothing happens".

Or even if you kept this system the same as it is now, instead of 30 enemies queuing up instantly behind the player each time they enter super-cruise (one at a time), reduce the number of enemies, add to the random time between when they might appear, or have them appear randomly within the system (or all of the above). Have the "random encounter" of what type of enemy it will be offer some variety instead of 4 of the same ship.

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Super-Cruise Engineering:
How about some engineering upgrade that allows for faster acceleration and deceleration in super-cruise? Or a component that can be researched and added to the ship?

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Module Splitting Engineering:
What if... in a 5 module slot, you could put a device that would house 2x 2 slots? Or in a 3 slot, you could put a device that would house 2x 1 slots? Extra power draw or weight to balance, but this would let users put more control limpets or scanners into a ship at some cost/return.

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Slot 7 Fighter Bays:
Has anyone ever lost so many fighters before returning to port that you needed more than a Slot 6? Perhaps a Slot 7 bay could launch 2 NPC fighters... or your fighter could be a Sidewinder... or some reason why anyone would ever buy a Slot 7.

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Rank Recognition by Stations:
Since stations are already parsing together letters for the pilot's call signature... "Welcome 'Yankee Romeo Mike'..." why not have Federal or Imperial stations call the player out by rank if they're above a certain level where rank would be respectfully offered?

Welcome 'Yankee Romeo Mike'. "Rear Admiral" it's a pleasure to have you at this port, please submit a docking request if you desire to land.
Welcome 'Yankee Romeo Mike'. "Rear Admiral" have you come to aid the citizens in outbreak relief efforts? Please request a docking permit.
Welcome 'Yankee Romeo Mike'. "Rear Admiral" take caution, piracy is at a high level in this system, authority forces are attempting to quell the threat.

There's a decent amount of variety in the voice acting for station rescue missions when approaching a burning station, and this helps immersion. The same message isn't constantly delivered.

The more places where there's more randomization, more customized messaging, and less repetition, the better the immersion.
 
Add to this:

Planetary Mission Notoriety:

If Notoriety can be shut off for assassination missions and wetworks jobs, why not shut it off on Planetary Base missions? If there's a ship within 10k of the mission target that launches and attacks you, it should be fair game to kill WITHOUT provoking Notoriety.

The point of Notoriety was to try to stop some loser in a fully engineered Corvette from feeling like a tough guy by ganking a new player who just warped into Eranin in a Sidewinder right? It's not there to prevent mission completion and progress right?
 
Planetary Mission Notoriety:
If Notoriety can be shut off for assassination missions and wetworks jobs, why not shut it off on Planetary Base missions? If there's a ship within 10k of the mission target that launches and attacks you, it should be fair game to kill WITHOUT provoking Notoriety.

The point of Notoriety was to try to stop some loser in a fully engineered Corvette from feeling like a tough guy by ganking a new player who just warped into Eranin in a Sidewinder right? It's not there to prevent mission completion and progress right?
It's also to stop the use of random NPC murder as a largely consequence-free way of affecting the BGS.

Planetary missions can be completed without killing NPCs, so notoriety is gained as normal. Assassination and wetwork missions, by definition, require the NPCs to be killed.
 
I'd even settle for single 600-720t missions that I could do in a Type-9 or Cutter. If you don't have to stack so many missions the chances of enemy NPC's spawning goes way down. Still there are noteworthy ideas here.
 
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