[Suggestion] Re-purpose the Combat Tutorial into Combat Missions (Maybe also War Missions)

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tomchk
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[Suggestion] Re-purpose the Combat Tutorial into Combat Missions (Maybe also War Missions)

Post by tomchk »

I find myself enjoying the combat tutorial Egosoft created for 3.0 so much that I keep playing it, and arguably enjoying it more than my saved games. I think there's a lot of great work that could be re-purposed into the main game.

I'm also still confused as to how the war missions generate, because they never feel like they are really connected to what is happening in the wars--they feel random/generic to me so far. Missions like what's below could feel far more meaningful and possibly use some of the work that went into that awesome tutorial.

If missions like this existed, I would play them a ton (I don't think I'm alone there!) and would definitely, tangibly be contributing to a war effort in doing so.

EXAMPLE:
Mission Generation: You take a mission (the usual way) that hires you as a pilot on a host ship owned by the hiring faction X. The mission could be generated whenever a host ship (e.g., destroyer or other L with ship capacity) is heading to an enemy sector under faction logic. My understanding is this does happen sometimes, but easier triggers could be used.

Missions Steps: First you dock at the host ship and talk to the captain, like in the tutorial. I don't think we need any speech at all, but perhaps you could use some of what's in the tutorial. Then the host ship gets within some range of the designated target, and you have to get in your ship. Then you just have to keep the host ship alive until some time limit or the target is destroyed (see below).

Success Criteria: This could be that the host ship survives for some set time limit (easiest to code?) or, much cooler, until a designated target is destroyed, which I imagine should be a destroyer or carrier or similar. A station could be okay for a very advanced mission.

Lore/Narrative: The story could be pretty universal here: the target ship is seen as a serious threat and must be destroyed. The target could be picked randomly or based on where it is (makes lots of sense), or for something more complex, how much it killed, if that's really tracked.

Reward: Some salary (or mods, etc.) with a bonus for number of mission enemies destroyed, as provided in some XR combat missions.

Thoughts?
Last edited by tomchk on Tue, 10. Mar 20, 21:30, edited 2 times in total.
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Axeface
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Re: [Suggestion] Re-purpose the Combat Tutorial into Combat Missions (Maybe also War Missions)

Post by Axeface »

The mission type where you have to fly around the station to beacons could be repurposed as a race too :) Could make a huge racetrack station model for it. Would be a lot of fun if done well.
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tomchk
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Joined: Mon, 26. Jan 15, 19:55
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Re: [Suggestion] Re-purpose the Combat Tutorial into Combat Missions (Maybe also War Missions)

Post by tomchk »

Axeface wrote: Sun, 24. Nov 19, 22:41 The mission type where you have to fly around the station to beacons could be repurposed as a race too :) Could make a huge racetrack station model for it. Would be a lot of fun if done well.
Seriously! I hope they look at this thread and take more advantage of all the awesome work in the new tutorials! I know they'll likely use some of it in the story missions, but they should make generic and war missions based on these, too!
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