Thinking about missions more generally here, would it be possible to either increase the base credit reward or make it so that it isn't divided between players and instead each player gets the full initial/stated mission reward? A problem with trying to make missions a faction activity, or a thing to do with several people, is that the reward starts to decline as you get more players involved, thus discouraging additional activity.
As I recall it, missions used to be so that every participant got the full reward and it wasnt divided.
And also, there were missions (not saying ALL missions that should be like that) that were composed of many extremely difficult snubs, so they were playable by a single snub by very skilled snub pilots, but also fun and more easy with more allies, including caps. That was way better than having the kind of missions that are either impossible or easy to play, like all easy snubs, all easy GBs, and all easy cruisers as long as you have the right number and ship class. Those are fun for certain combinations of co-op fleets too, but the hard-ass npc snub missions were better for a wider audience.
(07-06-2018, 01:36 AM)Lythrilux Wrote: Thinking about missions more generally here, would it be possible to either increase the base credit reward or make it so that it isn't divided between players and instead each player gets the full initial/stated mission reward? A problem with trying to make missions a faction activity, or a thing to do with several people, is that the reward starts to decline as you get more players involved, thus discouraging additional activity.
This would be amazing!
Just as the constant increase of entropy is the basic law of the universe, so it is the basic law of life to struggle against entropy. - V. Havel
Maybe for high-level one if it possible, because we all know how will end cruisers missions rewards Btw, agreed with suggestion, because right now its rewarding mostly only for unlawfuls with access to house caps missions (except lawfuls with lolors missions ye), and ever with it not much fun when you tank mission, but loot got somebody another from group.
(07-06-2018, 01:41 AM)Karlotta Wrote: As I recall it, missions used to be so that every participant got the full reward and it wasnt divided.
And also, there were missions (not saying ALL missions that should be like that) that were composed of many extremely difficult snubs, so they were playable by a single snub by very skilled snub pilots, but also fun and more easy with more allies, including caps. That was way better than having the kind of missions that are either impossible or easy to play, like all easy snubs, all easy GBs, and all easy cruisers as long as you have the right number and ship class. Those are fun for certain combinations of co-op fleets too, but the hard-ass npc snub missions were better for a wider audience.
Tbt I just miss old missions. They were super rewarding, fun, and could be done with more players (and had more reasons to be done with more players).
The thing here is that a Heavy Battleship with Hurricane Torpedoes makes any mission a complete mockery of "balance". The moment you mount 3 Hurricanes and know how to EK slide, you can alpha strike Duk clusters into submission without your shields even dropping.
Source: Guess what flavor of loot Kemmerer Supply Station was holding.
(07-06-2018, 02:08 AM)Exo the Plier Guy Wrote: The thing here is that a Heavy Battleship with Hurricane Torpedoes makes any mission a complete mockery of "balance". The moment you mount 3 Hurricanes and know how to EK slide, you can alpha strike Duk clusters into submission without your shields even dropping.
Source: Guess what flavor of loot Kemmerer Supply Station was holding.
The mission AI in Freelancer, generally speaking, is terrible and we'll never be able to fully achieve a level of challenging balance - hurricanes, old cerbs, extra players etc the mission AI can only really go so far in creating an element of (quite frankly very artificial) difficulty, mechanics being introduced or taken away don't change this. Look at the Cultist events for example, they're not actually challenging mechanically, it's just a bunch of NPCs with deliberately overpowered weaponry.
But in the past missions were a great way of generating activity, getting players logging in, and boosting the server count (you'd actually have things to shoot outside of peak times). If the benefits are great, amazing in fact, are minor inconveniences to PvE balance really a valid concern?