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Missions & Complexes

 
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Do missions need a revamp?

First post
Author
Springjill
Von Neumann Industries
#121 - 2013-09-09 17:24:45 UTC
Lumirinne wrote:
Make them harder and more difficult!


Maybe we need to do away with the 4 levels. Make it so that we have - say - 8 levels; up to lev 6 in hisec, add lev 5 and 6 to make the "make them harder" people happier. I don't see how making them harder helps much in the long run but hey - I'm far from being an elite pilot.

Quote:
Add surprise factors. More of the Anire Scarlet type of missions where you dont know what enemy you confront. More surprise ewar from NPC, so that you cannot be sure beforehands what they do to you. Greater variability in which ship trigger spawns and the number of ships that spawns.


This has been said over and over - yet it does not add variability. Simple difference does not grant variability, just randomness. Your preparations will be exactly identical for all missions, because you'll be unable to prepare - your choices are meaningless as you've got no information to base them on. The only thing you can do is scout, get back home, change fit and get back there - which few will do.
Thus, randomization basically REMOVES options, you'll just make the massive tank more of a dominant strategy.


Quote:
Yeah there are incusrions but those are very industrial. Pilots run them in rush without any chance to take it easy and study the enemy. (Im not critisicing Incursions, many love them and find great income!)
Maybe add a mission class that is substantially harder then lvl IV. One where even seasoned pilots may loose ships unless focused. The point here is to have a chance to learn much without going into lowsec where you will be killed instantly.


Agree on this, incursions have a certain barrier to access as they require a fleet/gang - and you'll have to adhere to their rhythm and standards. Unless you're in a friendly corp that does incursions, you'll have a hard time getting up to par.
Adding one more level would help.

Quote:
So you loose a billion or two in a ship loss? With the lvl IV missions today you fix your wallet in a week.


A reasonable bounty+loot in a good L4 mission is 40m (WC, anire) - which means you need to run 25 of them a week to theoretically make a billion. For us who don't play 7 days, it's 4 a day. And this is fully theoretical - dunno about you, I don't have that kind of time, and I don't think I make a billion a month.

Quote:
The income in missions is insanely high. Its predictable and can fund anything you would want in eve. Therefore imo no income boost of any sort is needed.

Income in missions is one of the lowest in eve's PVE - you can go lower with mining, planetary interaction and agent research. And the last two are mostly offline activities anyway.
I'm not sure where you got your numbers or how your income is, but I suspect you play a whole lot more than anyone I know.
Lumirinne
Aliastra
Gallente Federation
#122 - 2013-09-09 18:28:55 UTC  |  Edited by: Lumirinne
Well... Anire makes 80 Mil, not 40. (Full clear + salvage + the implant + rewards + LP).
Maybe all of us Good Pilots could return to our numbers from time to time.

Look. If theres an all Angels mission with plenty of battleships. So they paint you. K you got a BS so their painting is stupid. And you fit almost all resists on explos, kin. You get to about 95% on explos (RAH) even on Gallentean BSs whose explos resist are laughable to start with. So you get immunity, even in full room aggro. While You did your homework and planned wisely (no doubt about that!), still this kind of missioning is not fun at all. It is pure harvesting. Those are asteroids.

Some of you said that too much randomness leads to omnitank and general fits. Maybe. But you can still take any ship you want and try out what works best for you. Theres always people telling others what to fly, how to fit and what to do. The answer against general fits is: Dont take others advices fro more than they are! Try for yourself. And since CCP wants to add player interaction i think making missions more like PVP is better.

Yes it makes much sense to add randomness. At least alittle randomness in Faction, Resists, DMG types, E/War, layout, distances, aggro triggers, spawns, spawn triggers, younameit. The less there is stupid AI the better. And less NPC that dont even shoot back but kindly wait to be killed (eg. Serpentis Extra what the F*** are them NPC 'thinking').

And the thing were fixing here is missions. The odd divide between 0.5 vs 0.4 is a problem that should be though of separately (safe to mission your billions vs. constant risk of PVP-fitted pilots against your PVE fit). So yes. More difficult missions into hisec.
Springjill
Von Neumann Industries
#123 - 2013-09-09 20:07:57 UTC
Lumirinne wrote:
Well... Anire makes 80 Mil, not 40. (Full clear + salvage + the implant + rewards + LP).


Haven't got any implant there so far.... but I've run it like thrice (just got back after 3 years). Bounties are about 30mills according to eve-survival and my experience. Rewards and LP amount to 8 millions. 40 mills of loot and salvage seem a bit like stretching it, tho my initial number might in fact have been low.

Quote:
Look. If theres an all Angels mission with plenty of battleships. So they paint you. K you got a BS so their painting is stupid. And you fit almost all resists on explos, kin. You get to about 95% on explos (RAH) even on Gallentean BSs whose explos resist are laughable to start with. So you get immunity, even in full room aggro. While You did your homework and planned wisely (no doubt about that!), still this kind of missioning is not fun at all. It is pure harvesting. Those are asteroids.


Well, I got brought to hull in my proteus in a "buzz kill" mission I helped a friend with - warped out <40% hull. Since then, I kinda stopped considering that "immunity". Oh and while I didn't have 95% I did have 88% on explo. I still sometimes have to warp the ishtar out of a WC gurista room to save my neck.
All in all, I agree with you, the risk is minor. But considering the amount of missions it'll take me to replace the stuff I use to mission (I usually fit T2, mostly), I wouldn't call the rewards "insane" nor the risk "trivial" - not always.
But as mentioned I'm not an elite pilot, far from it.

Quote:
Yes it makes much sense to add randomness. At least alittle randomness in Faction, Resists, DMG types, E/War, layout, distances, aggro triggers, spawns, spawn triggers, younameit. The less there is stupid AI the better. And less NPC that dont even shoot back but kindly wait to be killed (eg. Serpentis Extra what the F*** are them NPC 'thinking').


Randomness in distances, aggro, triggers, spawns? nice. AI being smarter? I'm not complaining. Small numbers and stronger NPCs? I'd love that.

Randomness in resists and damage types? that will just end up reducing the options. Right now I can prepare. If you randomize resists, I have to guess - I don't see any way to infer the damage type I'm receiving, if I'm missing something I'd love to hear about it - or experiment; but exeperimentation takes time, risk, and if it's useful for just one instance it simply isn't worth it over an omnitank. Moreover, if I have a mission 3 systems over and I don't know what they're fielding, I'll use an omnitank and the sturdiest ship I've got... instead of knowing that I can (example) blitz that mission with a nicely fit AF instead of bringing a BS that will have to clear it.
Randomize that, and people will simply push even more towards the currently dominant strategy of massive tank . And I bet you will, too, because the objective of missioning in eve is making money or standings. The challenge is part of the fun, but it's not the objective of it - if you just want challenge and fun you can do L3s in a dessy (or AF, for more chances) and be challenged all you want. Or go WH plexing. Or take on the epic arcs.

People fit a billion worth of BS or HAC because they want to REDUCE the chances and increase survivability. It's part of the fun in eve: fitting your ship at best for the job - which includes fitting two specific hardeners and a repper instead of omnitank and two reppers to make sure you can maximize your DPS. If they wanted a challenge, why the heck do they fit a billion worth of repper for that 80hp/cycle? Use a T2, you can buy it off the market in jita and mission to your heart content.

Part of the sense of accomplishment comes from the fact you used to take 4 hours for a worlds collide and, through careful fitting, skill selection, tactics, and ISK spending, you turn that into a 90 minutes job. Or less. But if it's random... then your preparation is, simply, meaningless.
Ciaphas Cyne
Moira.
#124 - 2013-09-09 20:14:59 UTC
Springjill wrote:


This has been said over and over - yet it does not add variability. Simple difference does not grant variability, just randomness. Your preparations will be exactly identical for all missions, because you'll be unable to prepare - your choices are meaningless as you've got no information to base them on. The only thing you can do is scout, get back home, change fit and get back there - which few will do.
Thus, randomization basically REMOVES options, you'll just make the massive tank more of a dominant strategy.


yea alot of these kinds of ideas dont seem to add anything. any suggestions of "make them harder" or "random NPCs" arent changing the gameplay and as Springjill mentioned, dont change the meta-game much either. What we need are ways to make locking a target and pressing F1 not the entire mission. Im particularly fond of the ideas for "escort" style missions and also the "support" style where you are part of a larger NPC fleet. atleast these ideas add some flavor and variety...hopefully they can inspire some new strategies as well.

anyone who talks about the rewards from missions not being high enough are simply lazy carebears who want more for doing nothing. the problems that prevent missions from being entertaining have nothing to do with what loot you get after. I dont wanna base my free time around fake wealth acquisition because thats not fun for me. if you are doing something in a game simply so you can do another activity in that same game...you are being scammed by lazy devs. if its not fun by itself, its worthless.

"buff only the stuff I fly and nerf everything else"

  • you
Lumirinne
Aliastra
Gallente Federation
#125 - 2013-09-09 20:23:19 UTC  |  Edited by: Lumirinne
I once had this crazy thought that id like to smuggle Minmatar slaves out of Amarr Empire for LP
Ciaphas Cyne
Moira.
#126 - 2013-09-09 22:02:23 UTC
Lumirinne wrote:
I once had this crazy thought that id like to smuggle Minmatar slaves out of Amarr Empire for LP



this is my number one wanted feature!

there are a few threads floating around...one dating back from '06 i think...about this concept. but its abundantly clear that EVE players want to interact with the slave trade. I cant think of a more polarizing RP theme and i cant think of anything better to base new missions around.

i dont wanna turn this thread into another "let us free slaves" post but any missions that could allow us to

-free slaves upon acquiring them (they could turn into freedom fighters, or militia, or just tourists)
-smuggle slaves out from amarr and caldari planets/stations
-smuggle slaves to black market slavers in Gal/Mini space
-bounty hunt freed slaves in empire space
-assist resistance movements on planets through the PI UI or set up markets to manufacture slaves

"buff only the stuff I fly and nerf everything else"

  • you
Ireland VonVicious
Vicious Trading Company
#127 - 2013-09-10 01:57:13 UTC
Hey OP, this thread got all over the place.

Yes room for improvement has been around a long time.

They did just add isk to drone missions and that was a nice bonus.

I doubt will see much more until the game has it's next major revamp.

Nice chatting say hi to your 50 year old single mother for me.

http://www.youtube.com/watch?v=c3e3KOCD_Pg
Oh Dae Su
Garoun Investment Bank
Gallente Federation
#128 - 2013-09-10 02:36:28 UTC
Ireland VonVicious wrote:
Hey OP, this thread got all over the place.

Yes room for improvement has been around a long time.

They did just add isk to drone missions and that was a nice bonus.

I doubt will see much more until the game has it's next major revamp.

Nice chatting say hi to your 50 year old single mother for me.

http://www.youtube.com/watch?v=c3e3KOCD_Pg


My mother's a Saint!
Lumirinne
Aliastra
Gallente Federation
#129 - 2013-09-10 12:53:05 UTC
Springjill wrote:
Well, I got brought to hull in my proteus in a "buzz kill" mission I helped a friend with - warped out <40% hull. [...] I still sometimes have to warp the ishtar out of a WC gurista room to save my neck.


Those tight moments feels great when You survive. I think this is what many want from missions.

Instead of 100% predictability like
- fitting Reactive Armor Hardener and other explos and then having the smallest amount of local repper or Logied.
- or flying to 60km from the tower and sniping them all in 10-15 mins with no danger.
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#130 - 2013-09-11 05:48:45 UTC
Quote:
Small numbers and stronger NPCs? I'd love that.


As a mission runner I would love that. but as I said it would wreck industry.

internet spaceships

are serious business sir.

and don't forget it

Caitlyn Tufy
Perkone
Caldari State
#131 - 2013-09-11 05:57:18 UTC
Ciaphas Cyne wrote:
-smuggle slaves out from amarr and caldari planets/stations


Slavery is forbidden in the State. Just thought I'd mention :)
Lumirinne
Aliastra
Gallente Federation
#132 - 2013-09-11 10:19:28 UTC
Caitlyn Tufy wrote:
Ciaphas Cyne wrote:
-smuggle slaves out from amarr and caldari planets/stations


Slavery is forbidden in the State. Just thought I'd mention :)


I think You got the point already but to be sure, yes exactly! Thats why Minmatar gives LP when you bring them people back
Arazel Chainfire
Aliastra
Gallente Federation
#133 - 2013-09-11 22:34:55 UTC
I used to run missions regularly, but I haven't touched them in years in any sort of regular manner. That being said - I can still run missions in my sleep, even with several years having passed between now and the last time I did them semi-regularly. This is a problem - if I can go back to missions, not have to adjust anything, and just breeze through them, I have no incentive to try them unless I am truly desperate for isk (I'm not... before I go back to running missions I'll laze about in WH's, return to nullsec, try FW, or... go back to running incursions ::shudder::).

So what is wrong with missions as they are right now?

1. They are repetative. If I do damsel in distress, it is the exact same damsel in distress that I have done umpteen hundred times before already. Absolutely nothing changes about this mission, or pretty much any other mission either. This makes them excessively boring as well.

2. They are too easy. Yes, we do want them to be completable by both beginners and people who have been playing for years, but they are still too easy. Any mission I do, even if I don't remember it perfectly myself, I can go find a guide online. If I am going against serpentis, I toss on kin/therm hardeners and call it a day. If I'm going against guristas, the same.

3. There is no benefit to playing with friends. Actually, friends/alts are actually a detriment, because it spreads the isk around, and more time is wasted traveling than actually shooting rats.

4. It resembles PvP in no way, shape, or form. This means that a PvE ship has precisely nothing in common with a PvP ship, which makes a PvE ship nothing more than lunch for any PvP ships, and dissuades people from doing any PvE in anything resembling a risky situation.

5. There is too much travel time. Yes, it is better to spread the server load out a bit, but having to travel 2-4 systems away to run a mission just makes me not want to bother. Especially if I am trying to stack up multiple missions at the same time, and having to take a PvE fit around multiple systems away also dissuades people from doing missions in more dangerous space (aka, lowsec).

6. There is no randomness. If I do damsel in distress, I know I will get x amount of isk, y amount of LP, and thats it. It may vary by a few hundred thousand isk here or there, but not by any significant amount. Adding variation and the possibility to find either a tasty spawn, or some faction loot would vastly increase the excitement, even with the current poor implementation of the mission system as is.

Potential solutions in the next
Arazel Chainfire
Aliastra
Gallente Federation
#134 - 2013-09-11 22:35:57 UTC  |  Edited by: Arazel Chainfire
So, how would I go about fixing this? The following suggestions could be used either in combination, or individually.

1. Add randomization. Even if the "map" is the same, changing spawn locations, changing what spawns at each location, and changing the aggro radius's.

2. Make it more resemble PvP. Instead of dozens/hundreds of ships, have missions with only 2-5 ships in a room, but have those ships in a more PvP configuration. For example, duo of death. The serpentis version of this mission has 2 battleships, 3 towers, and 2 spider drones. However it is excesssively easy to run, as each BS does maybe 100ish dps, has pitiful EHP, and the only reason why this mission sometimes takes a while is because it is usually given 4 jumps away from the agent that provided it.

Revamp this mission - replace each of those battleships with serpentis vindicators - give them 1000dps each, MWD, scram, double web, and a 100k EHP buffer tank. Replace the spider drones with daredevils, each doing 200dps, with a mwd/web/scram, and a 4k ehp buffer tank. Remove the towers and put a trio of vigilants there, doing 500dps with 30k ehp, and MWD/web/scram. So this mission is now putting out nearly 3k dps with nearly 300k EHP to burn through, and will web/scram you, possibly use damps, etc. To fight it, you can bring in kiting ships, blap the frigs before they can close and keep range, allowing you to basically ignore the blaster fit vindi's and vigilants. Or you can dive right in in your own vindicator that has 200k EHP and does 2k dps, and mow down the rats as they get into range. Or you can bring friends, ewar - a small gang to counter the small gang in the mission. And instead of this mission only being worth about 3mil isk, each battleship would be worth 10mil to take down, each cruiser 2 mil, and each frig 500k. Add the completion bonus and you get a mission that is worth 30mil, but has a much higher chance of you loosing your ship. Other missions would be reworked to be similar to this.

To add randomness - sometimes any or all of the ships will be rail fit, and try to engage you from range. Have each rat focus on bringing out its faction ships, and using them effectively. Also, let each rat have a "fit", which drops just like a regular player for loot, with meta 1-4 mods, and maybe even a rare faction mod to add the "treat" effect.

This change would have the effect of giving randomness, giving an incentive to fleet up, giving a challenge, and causing it to resemble PvP - all of which are good things. It also isn't too difficult to put together - yes, you would need to come up with "fits" for the rats, but if you give them set fits and let each mission choose each preset fit, it wouldn't actually be that different from how players set up fits for PvP.

3. Wiki missions - let players create missions and let others run them. Put some boundaries in (like, max isk is x amount, min y amount, max ships x amount, min y amount, etc.) And then let people go wild creating missions of their own. These can be put straight in for anyone to use. Or they can be vetted, similar to the cosmetics for dota in the steam workshop (as in, people can look at them and vote on them, and then they get added later in patches). Or they can be added as "purchaseable" missions, where players can purchase them in the aurum store, either getting permanent access to a mission, or getting x number of that mission available, and profits are split between CCP and the creator (again, similar to the dota workshop). Personally I would rather not have to pay for additional content in a game that I am already paying for, but that doesn't mean that it is not an option.

Any or all of these ideas would vastly help the mission scene out, without giving them a big bonus over other forms of PvE available.

-Arazel
Skalle Pande
Teknisk Forlag
#135 - 2013-09-12 02:23:54 UTC  |  Edited by: Skalle Pande
Interesting thread. I agree: Missions are too boring and repetitive, should be revamped. But a lot can be done without having to remake everything from scratch, not all changes involve lots of coding, I should think.

First wish: More variety. More titles, but also a little less predictability. You should be able to prepare for the job, but you should not know everything. The exact composition and deployment of the opposition could be randomized just a little bit, an extra bonus room could appear sometimes, the odd ewar or webbing attack which forces you to improvise a bit. I wouldn't think adding a tiny bit of randomization in those areas would require much coding, even new titles could be made fairly easily by using some of the old ones as templates. There are plenty of good suggestions for wholly new types of missions in this thread, and those would require a lot of work, but that need not be the only way ahead.

Second wish: More sense. Rats are too stupid as they are. A fleet should work together, even rats would do that, and you should not loose aggro just by warping out and back .That is silly. I am one of those ridiculous soloplayer-carebears for whom the possible rewards rarely are worth the risk of low-sec or null, but even so fights should be at least a little bit challenging.

Third wish: Less travel distance. At most one gate to and from mission, and dump the 50 km slowboating between acceleration gates. There is absolutely nothing gained by keeping a waste of time.

And then this is sort of important to me:
Loyal Follower wrote:
PART 1 / 2
1. As i have said there exist roughly 2 sorts of mission players. Those that do the missions for funding other activities and those who do them for the PvE. ...

Actually, there is a third reason for doing missions: Getting (grinding!) rep with a NPC corp in order to use a station for industry, or getting rep with a faction in order to be allowed into their high-sec territory. But maybe I am alone in doing missions for such reasons, at least it has not been mentioned much. Anyway, the ISK are not unimportant, and I like having something to shoot at that won't pod me at the end of the fight, even if I loose. But grinding rep is the important reason for me. Therefore:

Fourth wish: GET RID OF THE "STORYLINE AGENTS". Make any agent give out a storyline mission (but not, please, not the "materials for war prep" ever again) once every 16 or whatever normal missions of a certain kind and level. This really is part of the "more sense" wish - That would make much more sense in the context and spare you the silly "Sorry, I only work with people I trust" note you get when you request another mission from the SA even though you have standing 8.1 or something. Wait - why do you grind standing past 8, refining is free after 6.7??? Well you wouldn't, but the corp you ARE grinding for doesn't have a storyline agent, so you get shifted to someone you are not interested in!! Silly, stupid, nonsensical arrangement in every respect. Having your favourite, trusted agent reward you specially once in a while is far more logical. That, at least must be doable without a lot of coding.

More suggestions: Rep should count for a lot more, both in terms of station office fees and goodies and, as suggested earlier, in terms of increased hostilities from pirates etc. Negative rep could even pull missions where you yourself was the hunted one, getting a warning from the agent about a party of the faction in question being after your skin and waiting for you at your next jump or outside the station. That party should really pack a proper and intelligent punch. And why does your bloodline etc never, ever get used for anything at all in this game, even though you spend a lot of time reading about it and selecting it when you create your character (at least the first time)? Lots of stuff for more "epic arcs" there. Bloodline should matter. Also to the missions you get. But creating that is work-intensive.

And while we are at rep and the LP store: A rebalancing between the relative values of tags are overdue. It does not make sense that tags from midrank officers or grunts are far more valuable than top rank tags. One should look into which items are actually most sought after and the required tags should be chosen accordingly.

And this I like:
Quote:
7. There will be a lot of structures/buildings in the new missions. (You can introduce this ability in existent old ones missions, or generally in EVE, i am just referring the new in the spirit of not changing things to the first sort of missioners i said in the beginning). They can be utilized, play a role too. How ?

By introducing a new expensive specialized ORE ship: The Scavenger or The Scrapper and its corresponding skills and a new ability: to be able scrap those structures.

Good idea. It does not make sense that all those structures are completely worthless - they should be "minable" like wrecks and roids, when their inhabitants have been disposed of. But that really has nothing to do with the topic of missions per se.

Stray thoughts late in the night....
Ciaphas Cyne
Moira.
#136 - 2013-09-12 02:44:32 UTC
Arazel Chainfire wrote:
So, how would I go about fixing this? The following suggestions could be used either in combination, or individually.

-Arazel



aside from already being said about 20 times in this thread, how exactly are any of these suggestions going to make missions more exciting? randomizing NPCs leads to more time re-fitting ships or just more ships fit with omni-tank. It doesnt change game-play at all. randomizing spawn points would add slight variability and to be honest im a little surprised that doesnt already happen; but again it wont make the mission more fun, just slightly less predictable. In a way, many missions are really just the same "clear the rats" with different spawn points and ships. So this suggestion really just boils down to "make more of the same mission" which we really really dont need.

suggesting changes to mission rewards is really not helpful as they do nothing to make the mission, itself, more interesting. any idea that hinges on reward revamp is a non starter by default. The economic implications are delicate to say the least and im willing to bet your just greedy. Same problem with player made missions. They will be universally min-maxed and predictable. Least risk allowed for highest reward allowed and thats, again, just greedy. Also if you think CCP is going to be interested in any sort of profit sharing....well...id say you're high but so am I and that still doesn't make any sense. The only folks who will be getting paid to code missions are CCP employees.

What we need are ideas that fundamentally change the grind! Not ideas that make the grind more fiscally attractive, not ideas that make the grind MORE cookie-cutter.

Missions need to draw the player in and create that feeling of importance. Tasks that go beyond the very base mechanics of the game are needed.

"buff only the stuff I fly and nerf everything else"

  • you
Ciaphas Cyne
Moira.
#137 - 2013-09-12 02:48:28 UTC  |  Edited by: Ciaphas Cyne
Skalle Pande wrote:
Interesting thread. I agree: Missions are too boring and repetitive, should be revamped. But a lot can be done without having to remake everything from scratch, not all changes involve lots of coding, I should think.
.


again we have more suggestions involving what missions should do for the player and what rewards we should get.
THIS IS NOT IMPORTANT!

edit: what I do like are your ideas on rat AI. Of course better rats would mean better missions. I also like the idea of having more interaction with the scenery in a given mission even though that could imply more payout per mission.

If it isnt fun, it doesnt matter what you get for doing it. Also the time it takes to slowboat around a mission and warp to other systems is important. It creates more choices for the player which is always good.

"do i sacrifice that extra tank mod to go a little faster? or do i play it safe and complete less missions per hour"

those are good questions to ask yourself.

"buff only the stuff I fly and nerf everything else"

  • you
Lumirinne
Aliastra
Gallente Federation
#138 - 2013-09-12 04:46:55 UTC
Ciaphas Cyne wrote:
how exactly are [eg. adding randomness] going to make missions more exciting?


The million dollar answer

Skalle Pande wrote:
forces you to improvise a bit


Ps. mission runners switch to Fixed Fits after 6 months of SP. Or at least there is no reason to refit in between, except for maybe the bonus rooms in Angel Extra and WC. So much of randomness becoming a reason why people would shift to omnitank.
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#139 - 2013-09-12 06:11:15 UTC
Lets face it, with the exception of randomness most of the fixes listed by players might as well be just go fly Incuriosns;

More Pvp like
resulting in PvP in omnitank
group play instead of solo
better NPC AI
More powerful NPC's

And if done on a smaller scale (smaller fleet) its the same as go run a c3 or c4 WH, with the exception of the chance of PvP.

And again, people not realizing you will kill an entire profession (rigmaking) and cripple non mining industrialists.

Sounds a lot harder to revamp missions than most people think IMHO.

internet spaceships

are serious business sir.

and don't forget it

Ciaphas Cyne
Moira.
#140 - 2013-09-12 06:12:42 UTC  |  Edited by: Ciaphas Cyne
Lumirinne wrote:
Ciaphas Cyne wrote:
how exactly are [eg. adding randomness] going to make missions more exciting?


The million dollar answer

Skalle Pande wrote:
forces you to improvise a bit


Ps. mission runners switch to Fixed Fits after 6 months of SP. Or at least there is no reason to refit in between, except for maybe the bonus rooms in Angel Extra and WC. So much of randomness becoming a reason why people would shift to omnitank.



I dont consider refitting your ship "improvisation" nor do I consider it a viable solution to alleviating the tedium that is the mission grind.

What will change in the game play of the actual mission when you implement the randomness that has been suggested ad naseum here?

edit: just to clarify, im not opposed to randomization in any form, its just not a solution to the problem of missions being boring

"buff only the stuff I fly and nerf everything else"

  • you