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The mission System: The biggest problem with it so far


Demlock

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So...

 

The biggest growing problem in DU right now is the fact that NQ has done little to properly nerf warping.

This is NOT a call to make warping more expensive...

This is more of a signal to NQ to either reduce the safezone of planets, or make warpdrives drop you off about 5-10 su outside of a planet's safezone that's NOT inside the Thades, Alioth, Madius bubble

 

There's been a growing number of complaints about how warpdrives really kill the game in many respects even though it's a huge time-saver, it completely removes the risk factor from the game.

In addition, since there's no way to interdict someone and force them out of warp, this really gives no reason for PVP to take place naturally in game.

 

Suggestion:

The system might be nice.. however some suggestions for the NPC generated missions:

  • There needs to be two types of missions
    • Warp capable - Allows a person to warp the package without fear of the mission being terminated
      • The shorter the distance, the less quanta a person will make
      • The shorter the distance, the less valuable the package
      • The greater the distance, the more valuable the package
      • The greater the distance, the more costly it will be to ship/warp (meaning the weight will be increased... thus you add balance to the game)
    • Non-Warp Capable - If the hauler warps the package from one location to another the mission is automatically terminated
      • BY DEFAULT these missions are exponentially more valuable than warp capable missions on a factor of 3 or 4
      • The shorter the distance, the less quanta a person will make
      • The shorter the distance, the less valuable the package
      • The greater the distance, the more valuable the package
      • The greater the distance, the more costly it will be to ship/warp (meaning the weight will be increased... thus you add balance to the game)
  • NPC generated missions need to be more plentiful
    • The community is not lively or active enough to support hundreds or thousands of available missions.
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I have noticed that players who post hauling missions seldom pay more than the system generated missions. There are exceptions of course. When there is a system generated 180k surface to surface mission on Alioth, nobody is going to take a 100k or 200k player mission off planet. The same goes for the system generated 950k mission Alitoth to Thades and going back the other way Thades to Alltioth. That's 1.9 million minus fuel costs for 2 hours work. Meanwhile, players are posting missions paying 500k or so for Alioth to Feli, for example, that also require millions in colatoral. Perhaps NQ should build in some sort of recomended payment algorithm that ensures that player posted missions are competive. 

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On 3/9/2021 at 7:06 PM, Madrummer said:

That's a good idea.  However I do think that interdictions should become a possibility, but that would probably wreck the server load and piss off a lot of people anyway.

 

The warp drive safe zone drop-off though...THAT is a good idea!

Warp ending in pvp would be good idea but I should be possible to put warpbeacons in the safezone. This would give some extra need for warpbeacons ?

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Quote

Perhaps NQ should build in some sort of recomended payment algorithm that ensures that player posted missions are competive.

 

I'm thinking part of this should be based on players pushing back on low rates.  Bidding on a job with a counteroffer might be a solution.  In order for missions to work they need to be viable within the economy, taking fuel costs, risk, and time investment into account even for the Aphelia missions.  As they stand right now, virtually none of the missions I see on a given day are worth taking.  But for 2X the rate?  maybe.

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