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"Boss" missions

Author
Xandralkus
Caldari Provisions
Caldari State
#21 - 2012-01-25 04:39:50 UTC
Simi Kusoni wrote:
If you up the payouts, again you risk creating another massive high sec ISK faucet. Something the player base is not going to be happy about, I'm sure you've seen the existing threads on incursions.


Another massive highsec ISK faucet? This is highsec we are talking about. There shouldn't be ANY massive ISK faucets - not without some significant risk.

More importantly, the relative strength of boss spawns could be directly proportional to the speed at which the player(s) blaze through the mission. Flying a faction-fitted marauder and obliterating everything on-grid would spawn a very powerful boss - enough to pose a genuine threat to such a ship. An entire fleet of battleships and logis wasting everything on-grid in may spawn an entire fleet of bosses. The missions, in this fashion, would auto-scale in risk to the proportionate ISK/hour made.

Obviously, not every mission would spawn a boss. Link the probability of boss spawns to the quality of the agent - missions from a top-quality agent might spawn a boss on one out of every two or three missions. Occasionally, there might even be two boss spawns in the same mission.

Of course, we could just slash the number of rats in missions, and just make each one proportionately more powerful. But...that wouldn't add any new interesting game mechanics.

Eve UI wouldn't suck if CCP allowed UI addons.

Simi Kusoni
HelloKittyFanclub
#22 - 2012-01-25 04:44:19 UTC
Xandralkus wrote:
Simi Kusoni wrote:
If you up the payouts, again you risk creating another massive high sec ISK faucet. Something the player base is not going to be happy about, I'm sure you've seen the existing threads on incursions.


Another massive highsec ISK faucet? This is highsec we are talking about. There shouldn't be ANY massive ISK faucets - not without some significant risk.

More importantly, the relative strength of boss spawns could be directly proportional to the speed at which the player(s) blaze through the mission. Flying a faction-fitted marauder and obliterating everything on-grid would spawn a very powerful boss - enough to pose a genuine threat to such a ship. An entire fleet of battleships and logis wasting everything on-grid in may spawn an entire fleet of bosses. The missions, in this fashion, would auto-scale in risk to the proportionate ISK/hour made.

Obviously, not every mission would spawn a boss. Link the probability of boss spawns to the quality of the agent - missions from a top-quality agent might spawn a boss on one out of every two or three missions. Occasionally, there might even be two boss spawns in the same mission.

Of course, we could just slash the number of rats in missions, and just make each one proportionately more powerful. But...that wouldn't add any new interesting game mechanics.

My god I would not like to be the development/programming team trying to implement that concept.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Xandralkus
Caldari Provisions
Caldari State
#23 - 2012-01-25 06:46:11 UTC  |  Edited by: Xandralkus
CCP has shown us with Incarna and Cruicible that they have the capability to create jaw-droppingly spectacular content - and do it with hardly breaking a sweat. Even if they don't push the envelope of their technical capabilities further, massive upgrades to NPC AI and a complete revamp of the entire mission system aren't outside the scope of possibility.

They gave us walking-in-stations...just for fun. They implemented a nightmarishly complex array of coding and modeling, not even remotely similar to anything else previously attempted in eve - and they did it merely for the lulz. They can probably pull off anything we can dream up in about a year's time, short of mind-server neural interfacing.

The devs are a bit like the Jovians - very mysterious, very intelligent, and very powerful. No one really knows the true extent of their abilities.

Eve UI wouldn't suck if CCP allowed UI addons.

hmskrecik
TransMine Group
Gluten Free Cartel
#24 - 2012-01-25 11:56:45 UTC  |  Edited by: hmskrecik
Xandralkus wrote:
[quote=Simi Kusoni]
More importantly, the relative strength of boss spawns could be directly proportional to the speed at which the player(s) blaze through the mission. Flying a faction-fitted marauder and obliterating everything on-grid would spawn a very powerful boss - enough to pose a genuine threat to such a ship. An entire fleet of battleships and logis wasting everything on-grid in may spawn an entire fleet of bosses. The missions, in this fashion, would auto-scale in risk to the proportionate ISK/hour made.


Frankly, reading your posts I'm not sure whether their gist is you want to make hisec dwellers' life more entertaining or more miserable. For sake of discussion I assume you're after entertainment.

To the subject, there is little flaw in above idea. If the risk and payout scale with fleet size then there is little to no incentive to have any. As missions work now I believe it's okay to do them in gang. It improves safety and speeds the completion but, at least in my personal experience, lowers average ISK per person per hour. So it's kinda compromise. Also I like flying with friends when given the opportunity.

And when speaking of some added challenge there is acatually something like that already in game:

1. Angel Extravaganza bonus and Evolution bonus. Nuff said. Ship optimized for main mission will struggle in bonus and optimized for bonus will not be as quick with doing the main. It's neither free, easy nor risk free. What we could wish for is maybe more such missions.

2. Worlds Collide overseer spawn.There is some still unexploited potential here. Like now the overseer is just pansy. But to give some kink to missions I imagine it could work this way:
- J Dude is working his mission.
- for certain missions there is a chance the Boss will spawn/warp in. (the Boss may be actually a small gang, e.g. RR'ing themselves)
- the Boss don't auto aggro J Dude (maybe some proximity aggro too)
- J Dude is free to finish this mission (or warp to next room) while treading carefully around the Boss
- if J Dude attacks the Boss, hell is unleashed upon him
- if J Dude somehow can gain the upper hand there is chance, or rule, that the Boss may try to escape, and will if not stopped.

Now remains the question of balance and payout. In my opinion the Boss should be challenging, even very challenging, but soloable. It's nice to have mates around but one can't count on having them every time. And regarding payout it's the question whether we want players to pick up the gauntlet or not. I'd opt for giving this incentive.
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