Mission Layout Rework
-Scrap the current mission screen that limits us to 1 mission per drop.
-Chain missions together and allow a virtual NPC to give you new steps once the prior is completed.(this can easily be in text format)
-Have more than 1 NPC have missions in a certain biome at the same time.(NPCs can have specializations, for example, bounties, gathering, construction, exploration, ect)
Essentially, you will get a handful of tiered missions in a specific biome and you will choose that biome on the map and drop into a random area of that biome. Upon landing you can then choose which mission you have in the area to focus on......or you can do them all in one drop.(if timer allows)
This will urge players to actually stay longer, prepare more, and will make the mission timer more relevant. Also, players will have more reasons to tech up and grind other than JUST exotics.
Players can help others with missions they already completed but only get credit for completing it 1 time.
Love this idea!
There should be more to do once we're down there!
Alternate options for this to work could be:
- When original mission is complete Saul could ask if we wanna earn some extra cash before we come back to orbital. (I can almost hear his voice in my head: I just got word about another mission they need done down there. Nothing that cant wait for the next drop, but seeing as you're already on the surface I thought you might be interested. Would make it worth your while!)
- There should always be secondary missions/side-quests with possibility to earn some extra cash (other than mining exotics). So on every main mission there would be maybe 5 secondary missions that are generated at random from 100 (too few?) different secondary missions. Craft, build, kill, explore, fetch, tame (if ever introduced), scan, water/dirt/flora/fauna-sample collection, etc.
I love the direction of this idea. I played a little over 100hrs before I realized the mission weren't getting any better and the Orbital items were of little interest. This would be a good start.
Me: "Ok we got it, lets go!"
Friend: "Hey wanna grab this other mission real quick?"
Me: "We only got 30 mins...F#$% it, let's do it!"
Maybe a cool way of adding this in could be a deployable in the T3/4 tree? Keeps the early game quick with single missions, but allows those that stay behind and build a base to accept additional missions. I.e craft a "Satellite communicator" of some sorts that allows you to accept new missions. Maybe even purchase / drop additional gear in from your workshop inventory too?
Love the Idea for prolonged drops and risk vs rewards while you're down there.
This style of hub missions has been brought up before in previous ideas and it would be a great way to increase emersion and story telling. It would also allow you to build more as the reward system would be worth it as you try and cram as much in before the next storm wipes your base out. Again, this is why this game is still in Alpha/beta, they didn't put any thought into vision or gameplay, just the map and building stuff.