(06-20-2020, 06:14 AM)Champ Wrote: to drive piracy, to drive lawful activity and escalation of force.
IMO missions driving capship activity in Delta or hordes of in-group capships does nothing for community interaction and server activity.
Straight up.
Piracy is unprofitable and no one does it for real gain.
Loosen the rules a bit to let pirates actually profit. But that would hurt trading. You've got a problem here with nearly no solution as lawfuls gain nothing from killing pirates other than doing it out of spite.
Also if I remember :
(06-16-2020, 05:34 AM)Markam Wrote: Missions are a complicated beast.
Trying to fiddle with vignettes (these determine where missions go to) has some mixed results. It may be possible to force all missions to go to a single spot in a system (making them more interactive, dangerous), though you change one thing and suddenly the bases stop giving missions.
Next patch will have some systems that have a lot of missions given out to multiple factions via a Freelancer freeport, meaning it is good for a wide variety of factions. GMs can then make the PvE plugin more profitable for said systems, in theory bringing more people to it and making for interaction. It is still a WIP of course and likely needs a lot of work.
If someone wants to help with systems work for missions, to help them be more interactive, feel free to reach out to me.
Essentially making activity and conflict generate from missions is in the works. And I'm much more for it than ever sitting behind a transport again.
Edit: That was from here and also mission profit balancing is still being ironed out.
A massive elephant to overcome is that it's hard to make something that is profitable jab into something people do for fun. That overlap is extremely hard to do properly without harming anyone or everyone involved.