These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Making distribution missions a bit more demanding (not fighting :) )

Author
Spacewarp
Majorum Gnavita In Industria
#1 - 2014-02-19 12:37:03 UTC
Missions:

Let’s be honest. The distribution missions aren’t the most inspiring. The fact is that they are baisc haul dolls from one station to another, with some text, trying to explain why those dolls are so worthfull.
The problem is that not all of us like shooting npc’s that much, and still need to gain on reputation.
So here is the -basic of- an idea. Make distribution missions a little more difficult/interesting. Sometimes there pops on up allready, more in the line of this idea. On station x the agent informs you that there is a shortage of some sorts on station y.
But this time its not just 2 packages of “items” to be hauled but its more precise like:
“On station x there is now need of 5 dairy, 200 slaves, 50 this and 350 that…. Please provide…”

That way the mission needs more thinking over. The mission could be generated each time over so no need to manually create them. Of course people should be able to fulfill always all requirements and that means there has to be thought about at least a place where stuff needed is in enough quantity. Players will then make sure the products will be provided in areas of interest, since its trade and trade makes money.

The more work should be compensated by more income of reputation. And the time to complete should be extended.

A thing that could be a problem is of course that game mechanics maybe don’t allow for more then one specific item to be asked at a time. Solution to this would be an extension of the factories to allow the making of mission items. The blueprint for this item, with according runs, would be provided by the mission agent. Since the factories would be given extra slots just for missions, there is no impact on business as usual. The naming of the blueprint would be something like “mission-item xxxxxx” so that each mission can be made unique.

Its just an idea…..i hope you like it
Maximus Aerelius
PROPHET OF ENIGMA
#2 - 2014-02-19 12:57:57 UTC
"distribution missions" that's all that's needed to be said.

You want to over complicate a distribution mission to add "flavour" that doesn't require it. As for moving distribution mission items into players hands to manufacture you'll end up paying over the odds for items that the mission won't cover. What do the new guys do when they don't really have a lot of capital to start with and think distribution will be a good way to get some?

I think that distribution could be enhanced by having deliveries in space instead of always in stations. Drop them into DS or to an AiS or similar. Make it a multi-part mission where lots of components are required but for each type you get a reward and sent somewhere new...immerse the player in the distribution chain.
Spacewarp
Majorum Gnavita In Industria
#3 - 2014-02-19 13:03:34 UTC
Maximus Aerelius wrote:
"distribution missions" that's all that's needed to be said.

You want to over complicate a distribution mission to add "flavour" that doesn't require it. As for moving distribution mission items into players hands to manufacture you'll end up paying over the odds for items that the mission won't cover. What do the new guys do when they don't really have a lot of capital to start with and think distribution will be a good way to get some?

I think that distribution could be enhanced by having deliveries in space instead of always in stations. Drop them into DS or to an AiS or similar. Make it a multi-part mission where lots of components are required but for each type you get a reward and sent somewhere new...immerse the player in the distribution chain.



You put it better in words then me :) Yes give it more weight! Yes .immerse the player in the distribution chain.!!

thanks for your comments!
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#4 - 2014-02-19 13:23:00 UTC
My view is that there need to be entire S&I missions chains, covering hauiling, manufacture, PI, Tech II production etc etc...The missions could branch as in story-arc missions so that you can work through all S&I aspects or concentrate on one as you choose. Producing mission items from BPC's is definitely the way to go. That way the end product can't just be baought on the market, and if a player chooses to simply buy all the parts to produce the end product it should be costly to do so generating an isk sink.
Noxisia Arkana
Deadspace Knights
#5 - 2014-02-19 13:50:16 UTC
Corraidhin Farsaidh wrote:
My view is that there need to be entire S&I missions chains, covering hauiling, manufacture, PI, Tech II production etc etc...The missions could branch as in story-arc missions so that you can work through all S&I aspects or concentrate on one as you choose. Producing mission items from BPC's is definitely the way to go. That way the end product can't just be baought on the market, and if a player chooses to simply buy all the parts to produce the end product it should be costly to do so generating an isk sink.


It would be nice. I know that I could have used some hand holding getting involved in manufacturing and research.