Forums » Suggestions

Comments on the new trade missions.

Jan 27, 2005 Spellcast link
Ok, trade missions got another adjust, Spent the day messing with them and here are my thoughts.

Overall, very good, Trade XP is about right, Bulk missions give more reward than a non-Bulk mission of the same length.

A few things I've noted however.

1. Reputation gain still seems high to me. Particularly on the long distance bulk delivery missions. I would suggest a cap of +50 reputation gain (going from +200 to +250 as the value, since reputation is calculated differently based on where you are on the scale). use the existing formula to calculate the gain, just stop increasing it at +50.
for missions that would give more reputation gain than that, convert it into trade XP and additional cash so that long distance missions are better for gaining trade, but short missions work better for reputation.

2. Mineral missions: why not split the XP from these into 50% trade and 50% mining? It would seem to make sense. I also like the fact that there appears to be a better chance of getting a mineral mission at a mining station. Nice touch.

3. Additional work missions. It would be nice to know ahead of time if there is a chance for extra work when you finish a delivery. maybe a (AWP) over by the credit value sort of liek (bulk) appears there. [AWP = Additional Work Possible]

Finally as i mentioned in another post i'd really like to see the trade guild at each station have a list of missions that is specific to that station, that ALL players use.
I dont think this would work with the current chat style mission selection system tho. It would need some form of GUI so that if a mission got taken while you were choosing what to do, it would show.
Jan 28, 2005 Spellcast link
Another thought i just had about the missions, I'd like to see a few more detailed mission types:

Local Delivery - missions to stations that are no more than 2 systems away

Delivery - missions to stations between 3 and 6 systems away

Distant Delivery - missions to stations 7 or more systems away.

The same subgroups could be used for retrieve missions.
Jan 28, 2005 johnhawl218 link
I also really like the new trade guild mission system, though I don't like that you have to initiate the mission tree with a trade mission before you can take a mining mission, that seems a bit backwards to me. And the "Mining Stations" should always offer minig missions first since they are MINING statoins after all. Other then that I think everything is good. Though I would like to have my faction exploits back =)~ But I guess I can live without it.
Jan 28, 2005 wylfing link
Spellcast are you suggesting this:

What kind of mission are you interested in? 1) Local delivery, 2) Medium-range delivery, 3) Distant delivery, 4) Local retrieval, 5) Medium-range retrieval, 6) Distant retrieval, 7) Special delivery, 8) Procurement, 9) Mining.

If so, that seems like option overload.
Jan 28, 2005 Furious link
Why not break them out into separate missions on the selection list? Then you could make only a subset of them available at certain bases, just to add some variety.
Jan 28, 2005 Spellcast link
thats more or less what i was attempting to imply furious.

I'm posting from work so my posts are somewhat short and fast, and i'm not able to edit for clarity as much as i'd like.

Another thought is that I'd like to see the distance availible increase as your trade level goes up, Eg players with a low trade level (less than 3) taking the "delivery mission" would only get the option for local delivery, where a player with high level trade would have all 3 options.

Special delivery missions only become availible once you have +600 faction so it IS possible to limit the mission subsets based on character data, meaning that not a significant amount of extra coding would be required to impliment this.