Forums » Suggestions

Simultaneous missions

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May 19, 2005 kihjin link
This is such a simple suggestion that I have the absolute confidence that it's been suggestion probably a few hundred times. I don't know. Even so, it's hard to imagine how you couldn't take on "more than one task".

I can understand how there would be some tasks that you could only have 'one' instances of; such as combat training.

Maybe I'm just in denial.

Also, I was told that if you join a group, your current mission ends. Guess that could get annoying.

/me jumps into a pool to avoid flames
May 19, 2005 DekuDekuplex Ornitier link
Re: kihjin

> Simultaneous missions

> Also, I was told that if you join a group, your current mission ends. Guess that could get annoying.


Agreed, on both counts. In particular, IMHO, it would be useful to have simultaneous advanced combat and trading missions, and to prevent the current mission from ending (and possibly conferring negative faction standing/credit ratings) just by joining a group.

In general, so long as the missions don't conflict, it would seem a useful idea to let them be simultaneous.

-- DekuDekuplex Ornitier
May 19, 2005 pirate_n00b link
Please i like this idea 100%.
May 19, 2005 Pixelcat link
While I do agree with you (I think it has to do with this being in EV Nova); I think people have said before that they feel that this would allow players to advance to quickly.
May 20, 2005 Spellcast link
amoung other things it would allow a far too rapid advancement in certain skills, (trade missions for one)

also, there just arent that many interesting missions atm, no real point in doubling up on them.

Finally I think the original mission system design was supposed to be a series of independent mission "paths" where there would be successive missions on each path, with certain missions opening or closing other "paths".
Thus each path would only be able to have 1 mission active at a time. perhaps all of our missions are currently on the same path, (namely the "lets throw these in until we get a better system in place" path)

I personally am waiting for a bit more information to be added to the design wiki before i post too many suggestions on what i would like to see.
May 20, 2005 Lord Q link
i would like to be able to take multiple trade missions on simultaniously. The benmefit is if yiu have a large ship you can carry cargo to multiple places along a rout thus inpruving your profits for the trip.

it gets darn tedious running one mission after another, and so often i have wasted cargo space. the challenge of corrdinating several missions with compatable destinations would give it a bit more chalenge, and make it more interesting (at least for a litle while).
May 20, 2005 Phaserlight link
I agree with Lord Q; strange as it may sound, trade missions (in EV nova at least, where they function pretty similarly) are a lot of fun to multitask. You check the mission computer, see if there are any missions that take you in the same general area, plan ahead, etc.

Also, the single player mission ending when you join a group just seems wrong. There should at least be some sort of warning.
May 21, 2005 Suicidal Lemming link
The way the system works is that if you had say, two missions and messaged the mission bot, it would bring up options for both missions and saying "1" would bring you to the first option in both missions. Doing this suggestion would require a rework of the interface for missions, not so simple.
May 21, 2005 pirate_n00b link
BUT id be more willing to pay 10 bucks a month. As it would give em more money. Also why hell cant they do what evn did? I know EVN is 2D and this is 3D and MMORPG.
May 22, 2005 Seraph link
Well, speaking as an old EV and EV Nova player, that game would allow you 8 missions at a time, and missions of all types. It was left to the player to organize well, meet deadlines, and plan their routes accordingly. It made you really work the system and, certainly, made trade tons, tons more profitable.
May 22, 2005 DragonEmpire link
Multiple missions would be nice. In Earth and Beyond you could have up to 6 missions at once, but as said in the other game mentioned, it was up to you which missions you took.

And it is very annoying that your current mission is aborted when you join a group. The least that could be done is that the mission be "paused" while you were in the group, and "resumed" when you left the group.
May 22, 2005 Suicidal Lemming link
I'm not saying that vendetta can't be made to handle more than one mission, it's just that the way the system handles missions would need to be reworked so that each mission is separated UI wise. It would be nice to see the mission system more polished though, but I would like to see more things in-game first, like say the hive stuff they're working on.
Oct 21, 2005 FreedomBird link
It would be fun to take on more than one mission at a time, but it would make progress way TOO EASY. They'd have to raise the skill points it takes to get a new license a little, and maybe raise the price of goods when you buy them and make them drastically cheaper when you try to sell them.
Oct 22, 2005 kihjin link
Re: FreedomBird

"TOO EASY" - Such a vague phrase, care to prove how it would be any easier than it already is now? The only thing "hard" about trading at this point is finding something to think about while flying to your destination.

Economically, Vendetta is unbalanced. Prices are not realistic (or even close). It's true that as it stands, faction is easily earned (and should not be so). However, multitasking is a part of real life, and although Vendetta is just a game, multitasking can be challenging. Taking on more than one mission at a time has double, triple, the risk. With each mission a player assumes responsibility for, penalties (should) increase drastically.

Right now, the problem is the only thing traders truly have to worry about is falling asleep and hitting a 'roid.
Oct 22, 2005 Doukutsu link
Yes, they most definitely need to 1) make it possible to undergo multiple missions at the same time so long as the mission script does not conflict (i.e. - beginner and advanced combat practice). 2) Rework the UI (in progress) to make a much more user-friendly mission computer.

Perhaps they can work the entire game around a one-mission-a-player system... such as license, faction, and money... but it would make much much much more logical sense - plus be 10x more fun and involving - to create a system capable and plausible where the user can take on more than one mission at a time. Its not like it would be copying EV: Nova. It just makes perfect sense.
Oct 22, 2005 Demonen link
gosh, I never even thought about it.
I've allways just assumed that this will be "fixed" when missions become plentiful.
The reason for this assumption, I belive, is that the list of active missions has a scrollbar...
Oct 22, 2005 Shapenaji link
Also, making multiple missions a possibility would fix the problem with trade guild missions... aka that no one ever does anything but the bulk proc.
Oct 22, 2005 vIsitor link
Errrr...is it just me, or did "FreedomBird" ressurect a topic 5 months old? Thread necromancy is a serious offense, in my experience...
Oct 23, 2005 ctishman link
Yes indeed. I think I will bring out the banhamm... no, actually I won't.

It was a good suggestion then, and remains one today. It would give players more to do, add depth and skill to the trader's craft, and generally give the sense that VO is less of a game and more of a world where activities are not centered on the player, but that they are a participant in them.

What would probably have to happen to balance multimission:

- Severe devaluation of standard (non-bulk) trade missions.
- Enterance requirements/proving missions for the trade guilds.

I'd also like to see:
- Persistence of missions. This means that mission availability is not decided by a random roll, but an actual intelligent force posts missions and withdraws them when the time limit is up. This would allow you to tell a friend that a mission was waiting at so-and-so station, and if she got there first, she could grab it. Missions would become a commodity like everything else in the universe. This of course requires the new economy. Oi.
Oct 25, 2005 incarnate link
We discussed this, back in the day, and for architectural simplicity and ability to implement the mission system in a shorter period of time, we went with the one-mission-only design. My main requirement was that we support large mission-based story-arcs, which we decided to do by breaking them into multiple missions with "accomplishments" registered with the character on completion of any one "section" of a major mission progression. Aside from that, I was ok with only one mission at a time, given the benefits of simplicity of implementation.

I do recognize the potential benefits of multiple missions at once, but it would require a redux of a lot more than the mission interface (which is going to be redone anyway). The way missions are handed off between sectors, the way certain missions (like BP) are "locked" for multiplayer usage, the internal architecture of the mission system as a whole.. would all have to be redone to support multiple simultaneous missions. Everything is currently written based on the assumption that a given user will only have one mission. It isn't impossible to redo by any means, but it would not be trivial and I think there's a lot of other things we could do in the same time that would reap much greater gameplay benefits.