I like how the Kha'ak missions to destroy a Kha'ak Hive or base, seem be be based upon the base existing first. Would it be possible to have the other missions, like destroy a ship be a bit more based upon the immediate needs of a station.
Example often times on a new start as I'm traveling around, I'll see a pirate destroyer harassing a station, I think it would be very dynamic, and immersive, if while that is happening the station were to generate a mission to capture or destroy that pirate who is attacking that station, or if a defense station in that system created a mission for that pirate that is active in that system.
On a major Xeon incursion, it would again be very immersive if the owning faction would generate a mission to destroy Xeon ships, hatikvah choice comes to mind, how it would make sense for them to put out a mission to destroy either one of the Xeon Cap ships that invade, or a number of the Xeon craft while an invasion is in progress.
IMO - if you can see while playing the game the reason why a certain mission is generated it makes you want to do it more, as you feel more involved in directly affecting the outcome or changing the universe, accepting a mission that just spawns a ship in a mine field just doesn't have the same feel to it, that's more of ok, I'll do it but just for the credits.
Not sure of the technical aspect here, but just thought I would drop a note on I really like destroying a Kha'ak Hive, usually I find it first and then look everywhere to find a mission to destroy it. So I know its not spawning "because of the mission" it already existing in the universe. More dynamic like this, which feel reactive to in game events would really help the immersive aspect of the game.
[FEEDBACK] Missions (reactive or dynamic to in game events)
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- EGOSOFT
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Re: [FEEDBACK] Missions (reactive or dynamic to in game events)
This is a feature request, not feedback on the Public Beta. Moved over to the main forum.