I’ve never actually made a thread with this idea as the central topic, so I’ll post it here for posterity. Most of the following content is copied over from another thread.
The design goals for missions are to have the content be soloable, beginner to mid-tier, but also scalable so they can be done with other players, thus potentially on boarding players into more difficult or social content. As such, their potential reward output should be relatively low.
What I assume is likely to happen when missions get reworked, is we’ll get a mission board similar to the opportunities window (it might even be listed in that same window in another tab or using a filter to separate pve types.)
A possible option here is to have the same missions globally available, so if someone else grabs the mission, it will disappear, and another will be assembled in it’s place. The purpose here would be to make the universe feel a bit more alive and less, artificial.
The end goal with the prior point, would be for missions and other world events to start impacting each other, so if someone destroys some critical infrastructure to an npc group, that event will spawn a series of missions to address the issue. Or if an npc group gets a surplus of assets, they might get aggressive toward another npc group. But for now, we’ll just fake it with the offered proposal in this thread.
Each mission that appears on the board will have a time to expire (in the minutes to hours range, rather than the current 7 days,) before it goes away and a new group of missions is offered from that agent. Failure not to accept the mission before it expires will not incur a standings loss.
When you click on the offered mission, it will give you a synopsis of the mission and it’s objectives (similar to what is currently offered.)
Eventually, there should be an option to have aura or the mission agent read the important parts of the mission objective to the player. (Ai voice-overs are getting very good.)
The final piece of this, is procedural generation of missions, so we don’t have the constant repetition that exists now. This can be done by creating pieces of content, and then assembling them together to form the whole.
Mission Level and Type : This is your general mission types determined by agents: standard combat, burner, distribution, mining, ect.
filter options when looking at the job board:
An option to modify the mission difficulty by number of players.
Does the mission send the player into dangerous space? (Lowsec from a highsec agent.)
Faction: Anti pirate. Anti drone. Anti empire. Anti Trig. Anti drifter. Anti Edencom. Ect.
below are randomized options selected by the procedural mission generator
Generic Mission Objective: Item retrieval, vip escort (may require remote repair,) vip capture (kill and loot named npc,) tackle missions, pure combat, hacking, ect.
Optional Objectives: Are there any? These would give rewards for full clearing missions sites, hacking containers, rescuing friendly / neutral npcs from pirates, tackling vips for npcs to capture, ect.
This is where generic mission text would be located (modified by the other randomized options) and then given to the player to explain the objective of the task.
Location: where is the mission site physically located? deep space? near a planet or moon? on the celestial’s surface or in it’s atmosphere? Near a station? Is the mission location a static poi or an instanced dungeon?
Site Dressing: What does the instanced dungeon site look like? are there stations? mission buildings? neutral npcs? Are there any named npcs tied to your account in the mission? (This is to make the missions feel tied together into a semblance of a story arch, that have reoccurring characters.)
Combat: What level appropriate enemy npcs are in the mission? Are there friendly npcs that will help with the task? Is there an option to hire npcs for the mission? (For example if you have a hauling mission and want an escort to protect you from enemy npcs or an escort mission and you personally want to dps but want some rr support for the guarded npc.)
Escalation: After the asked for task is complete, will the mission escalate to a higher stage? This might automatically trigger if the player has a partial completion. Ie: Secured objective item , but optional objective vip got away. The mission might then decide to give you the choice of whether or not to track the npc down.
Anyway, I could talk more about this, but I think you get the idea. If each of those options has 50 variations, you’ll get a mission system that doesn’t feel so repetitive. And mission assets can be assembled in a similar way (larger procedural objects assembled from hand crafted objects,) so site assets have a large variety.