Forums » Suggestions

Missions that Matter

Nov 05, 2004 DemonSax link
I'd love to see a system put in place that makes the missions more than merely random events that give players something to do, and elevate them to the level of making a difference in the game universe. Towards that end, I would love a mission generator that isn't random, but driven by in game events. A system start to that system would be to have stations actually use resources. A station that isn't getting the resources it needs might find itself unable to provide services or other resources. This could include such things as not being able to provide repairs, new ammo, ships, or weapons. If a station sells manufactured resources, make them come from somewhere. For example, what resources are required to put together a plasma core?

This demand driven system would allow stations to put out missions for resources they actually need. The higher the station's demand, the more missions it puts out, or the more critically rated the missions become. If players don't complete the missions, either NPC traders need to fill the gap, or the station begins to starve.

To me, a system on this level would really draw me into the game universe and make me feel like I'm taking part in something bigger than myself.
Nov 05, 2004 CrippledPidgeon link
The mission system is currently in its infant stages. The Devs have repeatedly stated that there will be far more planned in the future. Storylines, etc.
Nov 13, 2004 Celebrim link
"I'd love to see a system put in place that makes the missions more than merely random events that give players something to do, and elevate them to the level of making a difference in the game universe."

I definately agree that the game needs more emersive, more realistic missions.

The thing is, missions like that are hard to design for a massively multiplayer game. The normal single player game missions don't really work. In just about every book, movie, or video game you'd normally read, watch, or play the most salient feature of the protagonist is his uniqueness. There is only one Frodo. If you are the 128,982nd hobbit to throw The One Ring of power into the fires of Mt. Doom, the whole mission starts to lose its charm. If you are the 10,000th player in the universe to fetch the medical supplies to save the planet Xyzzy from an outbreak of the Blue Shakes plague, you're going to start wondering why those silly people from Xyzzy haven't learned a bit of basic hygiene.

That's why I think there can never be enough ideas for generic missions which make sense and retain a heroic feel even if 10,000 other players have done the vary same thing.
Nov 13, 2004 Phaserlight link
Along the same vein, however, I do think the game would *greatly* benefit from a more thourough series of tutorial and newbie missions. After you finish the current tutorial the game basically drops you in the water and tells you to sink or swim. Getting to level 1 feels like hard work, and the game doesn't really do a lot to draw newbie players into its world. What I would really, really like to see is a series of newbie missions that touch on each of the game's major features and gets the player to level 1/1/1/1 by the time they are finished, leaving the newbie feeling immersed in the world of Vendetta.

See this thread for more detailed suggestions concerning intro missions:

http://www.vendetta-online.com/x/msgboard/3/7053#85709
Nov 13, 2004 GrimLeo link
One idea for the Serco/Itani war is to add a contested system between Geira Rutilus and Deneb. You would take a patrol mission with a sector target. You jump to the sector and fly a series of waypoints. Pass through all the waypoints and the sector is won for your side. If one side gets 75% of the sectors, the system is won. The game would try to match up players running patrols so you could get a Serco patrol running in the same place and time as a Itani patrol. The game can rate pilots by license levels and number of pilots in a group through I would add a random element. You could even have a NPC ground battle on a planet. Win the system, and supplies and reinforcements are send awarding the side that can keep the system the longest. This way player actions effect the game world.
Nov 14, 2004 ctishman link
The trick is to avoid the 'saving the world' type of missions, and instead using 'do good' or 'do evil' type missions that on their own don't do much, but altogether can have an effect. The cargo capture missions are an example of this. Another would be to haul emergency supplies to a planet. It doesn't matter if you're the 10,000th person to do that, they still need supplies. Of course, you could take that shipment and head off to Odia M14. Other examples:

-Border Patrol/Border Raid
-Bring Serco subversives to Dau/Catch Subversives, bring to Pyronis
-Join NPC Battle fleet (Serco/Itani)
-Join Trade convoy/Join Pirate convoy (UIT/Corvus)

etc.
Nov 14, 2004 DemonSax link
As I wax forlornly over fond memories of cooperative multi-player XvT games, I recall all the pros and cons in making an emersive game such as Vendetta. On the one hand, you can never really have the same level of epic story line with you as the main character, because there is no one you. All the players need to feel like they're taking a part, everyone wants to be a hero, and we can't all be the main character.

The trick is to give everyone the opportunity to take their piece of the unfolding storyline and make it their own. Randomly generated repetitive missions can't really do this, as there is no feeling of urgency. It doesn't really matter if you really bring that cargo in time, as you only lose out on a tiny bonus.

The purpose of this thread was to find ways to offer that sense of urgency. To put in a game mechanic that trigger (perhaps automatically) in game effects based on player outcomes. The convoy missions are, indeed, an excellent example of this. I'm looking for more things like this.

Other possibilities are transporting important in-game persons between stations. These could be faction dignitaries, royalty, religious figures, scientists, etc. By making these missions repeatable, you take away that urgency, but the way to gain some back is to generate cause and effect type consequences. Some examples:

Scientist -> New Weapon
If the Serco can escort person X from station A to station B they will be able to offer a new weapon. If the Itani can destroy the transport (or even kidnap X in his life pod!) they can get him to make the weapon for their faction. And the UIT can pick a side, ransom to the highest bidder, or perhaps keep the weapon for themselves.

Diplomat -> Faction Control
If the Itani can escort person X from station A to station B they will be able to convert a previously gray sector under their control. This might allow for important ship/weapon purchases near the front lines, allow for faction strike forces to patrol the area and protect friendly pilots, etc.

Obviously missions on this level can't be randomly generated all the time, and perhaps the dev team or guides can be recruited to play roles as important in game NPCs who's fate will ultimately be in the hands of the players. But the scope of these missions can change from important strategic differences, such as station control or new weapons/equipment to more cosmetic differences such as switching control of a station from Axia to Xang Xi. Or, perhaps, these cosmetic differences can be woven into the story with real in game consequences, such as new sub-faction specific equipment, or merely service offerings. With a war going on it wouldn't be hard to imagine the various sub-factions being forced to take sides and only offering repairs to those with specific faction standings, etc.
Nov 14, 2004 Daon Rendiv link
How about monthly/bimonthly events that would have tied in missions?

Then in March & April you could join the effort to cure the plague
Early March: Get infected people to medical outpost from stations around planet
Mid March: Get extra medical supplies to outpost
Late March: Gather experts from the far corners of the galaxy
Early April: Get more medical supplies to outpost
Mid April: Get rare ingredient to outpost
Late April: Transport vaccine to stations around affected planet

Then when that is over it would be over. Special badge awarded to participants, posslibly price discount. Next 2 months new quest.