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 Scalable content and dynamic missions 
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Joined: Tue Aug 10, 2010 8:40 pm
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OK so the thing is matched npc does not equal dynamic content. What about the idea of specific missions that randomly come up for various rewards and things ? Collect some artifacts, kill some special spawns, but not tied to main mission chains. In other words unpredictable, randomly generated content.

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Sun Aug 07, 2011 4:19 am
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Great idea +1

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Sun Aug 07, 2011 4:32 am
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kinda like a dozen or more missions that'll randomly pop up? some with great experience ratios, some that suck, and rare ones that pop up and give great artifacts?


+1

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Galactic Alliance


Sun Aug 07, 2011 5:07 am
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+1

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Sun Aug 07, 2011 5:28 am
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+2 :mrgreen:

btw why do people never do +2, they only ever do +1? Something to think about. ;)

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Sun Aug 07, 2011 5:51 am
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jtr415 wrote:
+2 :mrgreen:

btw why do people never do +2, they only ever do +1? Something to think about. ;)


Because they are only one person; thinking done.

: P

But yeah, that could definitely help, just a weekly random mission generator; the rewards would be tricky though, but I guess they could just be rare artifacts (like Expanders and Fluxes), or some sort of "Special Module A" with somewhat random stats, or something. You could collect a bunch of "Special Modules," and they could either have no limit or they could just be worth saving a number of to install in different situations.


Sun Aug 07, 2011 6:03 am
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Think it would be good also daily mission might be nice but not sure on that.

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Sun Aug 07, 2011 6:43 am
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a random mission generater would be nice give the big guys something to do

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Sun Aug 07, 2011 7:09 am
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+3 lol

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Sun Aug 07, 2011 12:16 pm
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Random missions in most games tend to be quite tedious.


Mon Aug 08, 2011 12:04 am
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Willeitner wrote:
Think it would be good also daily mission might be nice but not sure on that.


Daily missions would be quite difficult for quite a few players to complete

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Mon Aug 08, 2011 1:38 am
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once a week 5 random missions ( selected out of a possible 50 with a rate of 2 good 2 average and 1 great mission) rewards 1 great= flux, tf, planetary module, limited arti that does something great ( ups planetary def,att or pop 50%) 2 good= planet modules, ship item( buff/debuff) 2average= a absurd ari ( make ur enemies ship look like a trash can), weak planet arti with random effect( +2 arti -4 mining )




also include 5 RARE missions that can spawn- these cost ....... a scaleable amount of energy to complete ( i.e 10k total for 4 completions for a rank 100-300, 30k for 300-600, 100k for 600+ ) and they drop REALLY AWESOME items,


planetary trap- black hole generator 100% cloak for 1 week ( makes planet unscanable by giving it 99999999 cloak or unscanable status ): generates a singularity near a planet that absorbs all forms of radio,temporal and dimensional scanning.





ship trap- cryo stasis trap: first ship to raid loses 1% of total helmsmen or tactical officers, OR prevents ship from raiding for 12h ( not cageable or fuseable)



ship trap- lazuli tempest extractor: a lazuli doomsday weapon that is unstable when your ship is attacked it self destructs killing you and your opponent ( or activates when you die and/or are raided)



energy item- bio-static emitter: provides 25% of max energy instantly limit 1 per 24h ( make this mission 1 completion only)


i got more ideas if you want to talk dan ;)

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Mon Aug 08, 2011 3:19 am
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Quote:
planetary trap- black hole generator 100% cloak for 1 week ( makes planet unscanable by giving it 99999999 cloak or unscanable status ): generates a singularity near a planet that absorbs all forms of radio,temporal and dimensional scanning.


what would the point of a TRAP be the made the planet unfindable for a week? presumably someone would already need to have the planet scanned to set off the trap......


Quote:
ship trap- lazuli tempest extractor: a lazuli doomsday weapon that is unstable when your ship is attacked it self destructs killing you and your opponent ( or activates when you die and/or are raided)

best. Trap. ever.

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Mon Aug 08, 2011 5:46 am
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your items are rather overpowered atm -1 to your idea weaken them alot and maybe

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Mon Aug 08, 2011 6:00 am
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sith squirrel wrote:
your items are rather overpowered atm -1 to your idea weaken them alot and maybe

thats the whole point. the items from "rare" missions ( which will spawn 1nce out of say 100 missions) are meant to be AMAZING thats y ther so rare


as for teh planetary trap i call it a trap bc thats what it is in a sense it lasts 1 week but maybe ill just call ita artifact. or if we REALLY wanted to make it awesome and OP its a trap that lasts either A 1 day, B 1 week , or C 1 month and its a trap bc when the planet is attacked it FLUXS it and grants it unscannable status. but i prefer is just to be u use it on a planet and for 1 week its unscannable.





reminds me



molecular phase barrier- trap first ship to attack planet set off a sub atomic rift field around a planet- grants invincibility for 48h make this mission rare and only 1 completion, also the trap fluxs the planet due to spacial and temporal rifts taht appear warping the planet to a new location in the galaxy

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Mon Aug 08, 2011 7:37 am
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Some content:

Daily Scan
Dynamic Mission

We need a few planets for some exotic tests. Scan some and we will provide you with some of our Exotic test content.

Requirements: 5 planets scanned within 24 hours (Has to be scanned)
Energy: 10
Rounds: 10
Completion: 1
Reward/Round: 25 XP
Reward/Completion: Exotic Sensor (+5% scan for 4 hours)

------

Player Action
Dynamic Mission

We have a Analysis Disk that requires hacking into others. There is a count of hacks needed to unlock the data. Carry this disk and hack others. Once you reach 0 on the lock, bring it back and you'll have your share of reward.

Requirements: 5 hacks within 24 hours.
Energy: 15
Rounds: 10
Completion: 1
Reward/Round: 50 XP
Reward/Completion: Decrypted Hack Data (+5% cloak and scan)


Mon Aug 08, 2011 8:02 am
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Perhapes a endless mission chain.
The energy/EM/credit/artifact required to complete the mission and exp earned would scale depending on your level.
After you completed the mission the next mission would be random, the objective would be random so perhapes the first mission requires 10 flux probe while the next requires 10k EM.

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Mon Aug 08, 2011 3:56 pm
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perhaps that could work but i like my idea bc it gives them something to do but also gives a reward that isnt jsut "tacked on" it is a potential game changing item system that will even out the rank 900 vs rank 400 farming that happens

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Tue Aug 09, 2011 5:06 am
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I like the idea of mission + npc linked: repeatable mission that spawns a random "special" npc perhaps ? ie, Zolazin "Rouge Hydra"

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Tue Aug 09, 2011 6:39 am
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BinaryMan, I've had an idea which could work for this too. It's here:
viewtopic.php?f=6&t=11187

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Tue Aug 09, 2011 6:46 am
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