What i would like to see in missions
I hear so many say EVN needs balance. Well, here ya go. Balance. from a Mission perspective.
C'mon, you know what I mean when I say EV missions are a tad... hard to credit from an economic sense right?
Nova is a lot better than regular EV, but not by much. If, say, trading Med Supplies gives you 600 credits per ton, and thus a potential profit of 9000 credits for a 15 ton run (never mind the fuel you use), why are people willing to pay you 10-18,000 credits to run 10-15 tons of medical supplies from one place to another.... rather unrealistic. (Now, the United Shipping missions.. those actually make sense.)
Basic shipping runs should pay half the profit you would make in doing such a run from a planet where the cost for that commodity is low to one where it is high. Or they should involve shipping items you cannot get as commodities, and might have actual specific value justifying their being shipped around.
Furthermore, while not all mission should be rush, being able to wait a year and then deliver is ridiculous. Non-rush missions should have 3-4 times the allotted time as rush, but should still have a time limit.
That is pretty much a basic game-play alteration, which, thought it might be tough on those accustomed to easy missions, would enhance game-play, IMHO.
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Now, for a more extended plug, I would advocate using some of the following ideas to spice up missions beyond lots of going to place to place with occasional combat.
LIES, LIES
Missions, especially ones that involve a bit more story, should also allow for the fact that honesty is far from a certainty in the Galaxy. Examples:
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A mission to retrieve some valuable schematic or artifact might end without pay and text indicating that the employer has fled to the shipyard. The player can 'pursue' by selecting the shipyard, and receive an new mission that will tell them to disable a certain ship to capture their 'employer' and force him to either fork over the cash, or return the object, which could, in turn lead to another mission, in which the player must figure out what to do with the object (an option of say, returning it to the Federation or taking it to the Rebellion; or an option of either selling the object to the people your employer originally meant to fence it to, or offering it to a museum).
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A mission where the option to cheat is given to the player. Example: The player is entrusted with the delivery of a valuable item, and told to first check at the bar at his/her destination, but to also look out for a message on the BBS if he she does not find anyone. In the bar, he/she will be accosted by someone offering to buy the item from him/her for several times the money originally offered in the mission. The player has the option of selling, or of refusing, and finding a BBS mission to deliver the item to it's rightful recipient somewhere else close-by. (adapted from the 'Demokratia' missions in The Frozen Heart)
OOPS
Missions that dump a problem on your lap. Example:
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A seemingly innocent mission to deliver 10 tons of Tribbles goes horribly awry when the little buggers start multiplying on your ship.
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A delivery of "medical supplies" turns out to be a drug run. Player is given option of handing the over for money or of turning the narcotic in to authorities. Either option can be followed by other missions, "Escape Narcotics Officers" for the first option, and "Bait for Drug Dealers" for the second.
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The infamous "plague missions" from The Frozen Heart. Board a derelict catch space plague (You get both a mission bit that causes you to get a mission that causes you to get attacked anytime you land, and an outfit that makes your ship turn more slowly)
MILITARY
Mission strings based on you joining a military, rather than being some all-powerful Ory'hara. These strings would reflect the life of a military careerist. Ie, you get rank, and pay, and most missions are not optional, plus you are restricted to navy ships.
Mission 1: Fed recruitment
Offer Text: You find a recruiter for the Federation Military in the bar. He notices you and comes over. "We're a bit short on pilots for our Patrol Boats at the moment, and we're recruiting merchant skippers with past combat experience. So whaddaya say? You get a nice 50,000 credit enlistment bonus, and steady pay. We'll commission you straight to Lieutenant Junior Grade."
On Accept: "Great!" he says, "Head to <Return Stellar> in the <Return System> system for training." He pats you on the back, "Welcome to the Navy, <PN>"
On Refuse: "Well, if you ever feel like some steady work in service of your country, you can just talk to any recruiter you meet," he tells you, before ambling off to find someone else to deliver his pitch to.
On Arrival: You are greeted on arrival by a young spacer wearing Federation Blues. "Report to the Shipyard," he tells you, "Instructor Allen will be waiting"
This mission grants:
Ship: Federation Scoutship -Trainer-
Outfit: Heavy Weapons License, Missile Weapons License
Honors: Cadet - 10 credits per day
Mission 2: Basic Combat Instruction
Enemies: Pirate Vipers x 8
Allies: Federation Scoutship -Trainer- x 3
After a few more training missions:
Mission 5: Graduation
"Congratulations on graduating. Your Squadron assignments are as follows:".
You eagerly scan down the list of names. You have been assigned to Delta squadron, along with Ben Faulken, Ashley Varre, and G: Ethan Renalt B: Elizabeth Mason, who has helped you. . .
You are to be posted to (Spacedock)
This mission grants:
Ship: Federation Gunboat -Close Quarters Variant-
Outfit: Protective Tech License
Honors: Lieutenant Jr Grade - 60 credits per day (replaces Cadet)
Mission 6: Compete for Squadron Leader Status
On Succeed: Bit X, permanent mission called "Lead Delta Squadron, which gives you 3 escorting Federation Gunboat -Close Quarters Variant-, and the honor "Lieutenant - 75 credits per day. (replaces Lieutenant Junior Grade)
On Fail: Bit X
All subsequent Fed Missions are for "Delta Squadron
After this:
Combat missions at Federation Stellars to defend <Return Stellar> are 15% and non-optional and non-abort-able.
Scout, Strike, and Escort missions for Fed Navy Appear in the Mission BBS
Non-optional Scout, Strike, and Escort missions appear at 5 %
Periodic (Cron), or Kill based Missions for "Evaluative Review" that grant higher rank.
Option to transfer to Capital ships after achieving "Commander" rank.
Further plot based missions.
These missions are:
Hard? Yes. Pain in the Neck? Maybe. Realistic? Darn straight!