choxie Posted November 28, 2022 Share Posted November 28, 2022 (edited) Randomly generated missions. Different for each player and rerolled at random intervals, if not able to be rerolled by the player. Missions will have random starting and ending spots, and random volume/weight to move. Payout is calculated by distance and weight. It would be possible to (wait to) reroll missions until enough were similar across a series of alts and still game the system as it is now, but it would be significantly more laborious, especially if there were a lot more pick-up/drop-off points. On that note, let players create pick-up/drop-off points for NPC missions, an element they can place on their base. Generating traffic between player tiles should be a top priority if "community" is a gameplay aspect to be emphasized. To prevent exploits, like players placing these far out of reach, let us have some context-menu option to operate the element from a distance (maybe "get package" from an "active missions" tab, so you don't have to be physically interacting with it and players can't be trolls) Other possibilities: Missions should be granted by a mission hub, another unique interactive element, instead of taken from an F- menu. This would mostly be cosmetic, but this element can also be one that players build and can set up to be public, like a DSAT, again generating traffic between player-made cities. Edited November 28, 2022 by choxie Yoarii and dogface 2 Link to comment Share on other sites More sharing options...
Aaron Cain Posted November 28, 2022 Share Posted November 28, 2022 Good adition and this does solve alot of points that are troublesome. I do love the idea of being able to start missions from your hex. That is a lovely addition. Still i hope NPC missions will get skipped or atleast made meaningfull in the lore and actuall buildup of civilization (actually contribute to the game). In the end Player missions should take over and it would be preferable to skip npc missions and add (npc) bonusses to player missions sort of speak aphilia adds some cash per player run misson as reward. Link to comment Share on other sites More sharing options...
Yoarii Posted November 28, 2022 Share Posted November 28, 2022 I support this idea. Link to comment Share on other sites More sharing options...
GraXXoR Posted November 28, 2022 Share Posted November 28, 2022 That’s a good idea. But seems like more than a dozen lines of code would be required so… how about limiting to one mission per ship with no ship docking allowed? That would be a fairly nice compromise. Aaron Cain 1 Link to comment Share on other sites More sharing options...
Daphne Jones Posted November 28, 2022 Share Posted November 28, 2022 5 hours ago, Aaron Cain said: In the end Player missions should take over and it would be preferable to skip npc missions and add (npc) bonusses to player missions sort of speak aphilia adds some cash per player run misson as reward. Pure player missions will never take over. They don't pay enough to be worth doing and the risk is unacceptable out of the sz. They also are deflationary. I suppose if Aphelia is buffing the payout to 5x the collateral (same as Aphelia missions), they would be worth doing, although I still wouldn't do them out of the sz. An Aphelia bonus also solves the deflation issue. Link to comment Share on other sites More sharing options...
GraXXoR Posted November 28, 2022 Share Posted November 28, 2022 Seriously though, who is going to pay for player missions… the margins straight to market at already razor thin adding in a middle man seems like it wouldn’t float. Also aphelia would take a cut by way of taxes, thus reducing money further. Link to comment Share on other sites More sharing options...
CptLoRes Posted November 28, 2022 Share Posted November 28, 2022 A functional economy with people willing to spend money on products (like for example player missions) only comes about if there is a general surplus of goods and quanta. But everything NQ has been doing is instead creating scarcity, which leads to hoarding and a stagnant economy/gameplay. Link to comment Share on other sites More sharing options...
Kezzle Posted November 29, 2022 Share Posted November 29, 2022 7 hours ago, CptLoRes said: everything NQ has been doing is instead creating scarcity Which is particularly ironic when the in-game tech base is entirely capable of completely eliminating scarcity of material resources... Link to comment Share on other sites More sharing options...
Aaron Cain Posted November 29, 2022 Share Posted November 29, 2022 Yep, simple solution, set the 0 for surface mats to a 1 and all is fixed Link to comment Share on other sites More sharing options...
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