The problem: Military missions -for me- are fun... but problematic.
1) You will be attacked by the enemy faction in the mission. This is expected, BUT
1a) Any act against the enemy ships drops your relations -despite them attacking you as default
1b) NOT attacking them can still get your ship destroyed, and even if you survive it, you fail the mission and get no reward
1c) Completing the mission will result in a declaration of war from the faction
2) The rewards for the mission are far outweighed by the costs
2a) Your ships and stations may be attacked by the enemy faction
2b) Any suing for peace will cost several fold what you gained form the mission reward
2c) The faction you assisted does not increase beyond "excellent" relations nor offer you any greater compensation for the war in which you are now part
2d) The faction you assisted may cease hostilities with the faction you are now at war with, without negotiating anything on your behalf
The suggestion: add in a way for the player to finish the mission successfully without impacting relations to the enemy faction.
The easiest way is to add the following to the mission text:
"If you accept this mission, as soon as your ship(s) enter the system, our ships will activate a powerful jamming device to prevent any transmissions from exiting the system.. As long as one of our ships survives, all of theirs are destroyed, and you finish within the time frame, the enemy faction will never know of your involvement"
Then, add in a code to the mission for "is number of friendly ships>0, y/n?", and "is number of enemy ships <1, y/n?" such that if both are "yes" when the mission is concluded, you complete the mission clandestinely with no faction relation penalty, and if either is "no", you take full penalty for destroying the faction's ships.
Suggestion
An Ning
The problem: Military missions -for me- are fun... but problematic.
1) You will be attacked by the enemy faction in the mission. This is expected, BUT
1a) Any act against the enemy ships drops your relations -despite them attacking you as default
1b) NOT attacking them can still get your ship destroyed, and even if you survive it, you fail the mission and get no reward
1c) Completing the mission will result in a declaration of war from the faction
2) The rewards for the mission are far outweighed by the costs
2a) Your ships and stations may be attacked by the enemy faction
2b) Any suing for peace will cost several fold what you gained form the mission reward
2c) The faction you assisted does not increase beyond "excellent" relations nor offer you any greater compensation for the war in which you are now part
2d) The faction you assisted may cease hostilities with the faction you are now at war with, without negotiating anything on your behalf
The suggestion: add in a way for the player to finish the mission successfully without impacting relations to the enemy faction.
Edited by An NingThe easiest way is to add the following to the mission text:
"If you accept this mission, as soon as your ship(s) enter the system, our ships will activate a powerful jamming device to prevent any transmissions from exiting the system.. As long as one of our ships survives, all of theirs are destroyed, and you finish within the time frame, the enemy faction will never know of your involvement"
Then, add in a code to the mission for "is number of friendly ships>0, y/n?", and "is number of enemy ships <1, y/n?" such that if both are "yes" when the mission is concluded, you complete the mission clandestinely with no faction relation penalty, and if either is "no", you take full penalty for destroying the faction's ships.
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