Aversions against the new mission board, big time

Lazy Panda

Spaceman
Well, I am strongly disappointed about 1.0 missions. They pay next to nothing compared to 0.9 missions, and there are just not much of them. Sure, there's a lot of cargo runs now, but I'm missing a LOT of bounty missions. Please change it, please!
 
I don't think it's much of a problem. Gives you an incentive to join the guilds, and makes fixers actually useful. Before, fixers would give you a mission, but why bother with them when you could pick and choose from 25 missions on the mission board? Be happy to hear others' opinions on it though
 
I like it better than 009. Yes, it pays less money, but it is definitely more in line with the original. It's just a dissapointment after 009, tha's all.
 
Original you had 6 missions + the guild missions. That was it. The best was when you got the missions for the same target. In beta there is like 30-40 missions but only a few are different. Such as 10 missions all to kill a kilrathi ship...about 7 all in the same system. Love the new rescue mission and contract missions.

I haven't played that long but missions from the bar would be great if they expanded upon eachother. Maybe give you a special reward if you complete a series of quests. Something like how the Plot moves along but these missions would just be for credits.
 
The missions are O.K., except the ones with 15 enemies paying 50,000. If hiring wingmen is something ever to be done, the missions must be profitable even when hiring 3 wingmen. Just have a price scale with anything with more than 6 enemies paying at least 75,000.
 
-Advanced Analysis of Missions-
After doing more than a first look at the missions, I discovered that there are enough In-system mssions to keep me busy, but the payment seems to contain some errors.

1. Bounty: It's the generic type of attack mission in Privateer Remake, and it's quite simple: Enter system, enter navpoint, kill target and optionally escorts. However, for large escort groups, you get little extra payment, making this a bad choice. I'd suggest exponentional scale of payment to the number of escorts to make it lucrative again. A target with 6 escorts is MUCH harder to kill than a target with no escorts.
1b. Capship Bounty: Same as above, except target is a capital ship instead of a fighter and pay is much better. Kamekhs and Paradigms are near impossible with their uber shields and armor, Draymans are okay targets if you got enough firepower. They are lucrative for what you get on draymans, but you shouldn't target anything else. Capship bounty is, AFAIK, not avaible in 1.0
Suggestion: Bring Cap Bounties back with reduced pays for Draymans and increased pays for Paradigms and Kamekhs. Probably in Merc's guild only.
2. Defend: This one is a bit more complex than Bounty. Go into system, go to nav point and kill all attackers before your subject of protection gets killed by them. It's currently no problem, you get the big paycheck for the big invaders and a small sum for a small wing.
Suggestions: Keep them how they are.
3. Escort: Like Defend, except you need to bring your subject to a destination. Can be annoying if subject is slow (and it usually is). However, I find it not worth the time and seriously underpriced, never made a lot of them.
Suggestions: Should definately pay a lot more than Defense. Implement attacks in multiple waves, if it hasn't done before.
4. Rescue: The bread-and-butter mission for anyone who got a tractor beam in his front (never could handle a back-mounted one well). With the right ship, you are much faster than the bogies going for the pod and can escape quickly. With 7 enemies you get something high like 47000 credits, with 1-2, you get around 13000.
Suggestions: Definately logarhythmic (more in the beginning, less in the end) scaling of payment, as one enemy can wax the pod just about as fast as seven, if you're too slow.
5. Patrol: Somewhat complicated, but easy to do once you get the hang of it. Pays not much, but doesn't need to because you don't have to fight anyone. The about of patrol points seems to be kinda bugged, though. Once I was instructed to patrol 9 points in Rygannon, and I actually only had to patrol 3.
Suggestions: Fix the "too many points" issue, proportional scaling of payment to number of points and risk to run into enemy?

I'll add Clean Sweep, Cargo and whatever I forgot later on.
 
Interesting comments...I'm glad I got defend right--honestly that was the hardest

escort has waves sometimes...not sure if autogen missions enable them--I'll check
 
1b. Capship Bounty: Same as above, except target is a capital ship instead of a fighter and pay is much better. Kamekhs and Paradigms are near impossible with their uber shields and armor, Draymans are okay targets if you got enough firepower. They are lucrative for what you get on draymans, but you shouldn't target anything else. Capship bounty is, AFAIK, not avaible in 1.0
Suggestion: Bring Cap Bounties back with reduced pays for Draymans and increased pays for Paradigms and Kamekhs. Probably in Merc's guild only.

I like this idea... capship bounties, but only thru the merc guild, as it would take a certified pro to attack a capship.

I'm missing the fun of going after capships... it's a part of the gameplay that shouldn't be forgotten.
 
Missions are ok

I love the new mission system. In version 0.8 or 0.9 you just had too much missions... now it's much closer to the original game and you have to do more for the money! One excellent step forward!!! Keep up the good work!
 
My recollection of the original was the more jumps you had to make for most any mission, the more the mission paid. Also the guild missions generally paid at a higher rate than the standard missions. Bounty missions offered by the Merchants Guild paid the most of any missions you could find. I recall that rare mission offered in Perry or New Detroit that would pay 40K credits to find a Kilrathi "last seen in the Tr'Pakh, Sumn-Kp'ta or Hyades system".
 
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