Forums » Suggestions
Opportunity system
Opportunity system would be a new feature, similar to the missions system, where players doesn't pick it to do. They just do it.
These Opportunities would be displayed in a new tab at the PDA. They are inherent to the sector, and to the player.
The opportunities a player is seeing may not be the same that another player is seeing, even if they are at the same sector, at the same time.
Each Opportunity would be a small task that can be done at that sector, and has a reward. The player see it at the PDA while flying, do it, and get the reward right away. No need to pick it before doing, no need to say to a NPC or station that you finished it in order to get the reward.
This system would be used for the simplest tasks, the grindy ones. And the established mission system would be used for the more noble ones.
Another aspect, is that each Opportunity would have a timer for it to be available again. So the exact same Opportunity can't be repeated over and over again, at the same sector at the same time, by the same player. But a similar one can be available elsewhere, like in the neighbor sector.
Opportunities description at the PDA would be the shortest possible. A single line, with a very brief description of the task, and the reward. For example:
- Scan 20 asteroids Reward: 5000c
- Find 2 asteroids with xithricide Reward: 20000c
- Destroy 5 collector bots reward: 3000c
Some Opportunities could be triggered by an event. Suppose a Itani player enters the sector where I am (I'm Serco) . Then a new Opportunity would appear:
- Kill Greenwall Reward: 40000c
I think there is a lot of possibilities with a new system like this, to increase player activity all around. A resume of the idea would be:
1- Opportunities are displayed in a PDA new tab
2- You don't pick one in order to do it. You just do it.
3- Each one have a reward
4- They have a timer to reappear
5- They are not the same in every sector/system
6- They are not the same for every player
7- They should cover most possible activities a player can do in the sector
8- Opportunity system exists parallel to the missions system
These Opportunities would be displayed in a new tab at the PDA. They are inherent to the sector, and to the player.
The opportunities a player is seeing may not be the same that another player is seeing, even if they are at the same sector, at the same time.
Each Opportunity would be a small task that can be done at that sector, and has a reward. The player see it at the PDA while flying, do it, and get the reward right away. No need to pick it before doing, no need to say to a NPC or station that you finished it in order to get the reward.
This system would be used for the simplest tasks, the grindy ones. And the established mission system would be used for the more noble ones.
Another aspect, is that each Opportunity would have a timer for it to be available again. So the exact same Opportunity can't be repeated over and over again, at the same sector at the same time, by the same player. But a similar one can be available elsewhere, like in the neighbor sector.
Opportunities description at the PDA would be the shortest possible. A single line, with a very brief description of the task, and the reward. For example:
- Scan 20 asteroids Reward: 5000c
- Find 2 asteroids with xithricide Reward: 20000c
- Destroy 5 collector bots reward: 3000c
Some Opportunities could be triggered by an event. Suppose a Itani player enters the sector where I am (I'm Serco) . Then a new Opportunity would appear:
- Kill Greenwall Reward: 40000c
I think there is a lot of possibilities with a new system like this, to increase player activity all around. A resume of the idea would be:
1- Opportunities are displayed in a PDA new tab
2- You don't pick one in order to do it. You just do it.
3- Each one have a reward
4- They have a timer to reappear
5- They are not the same in every sector/system
6- They are not the same for every player
7- They should cover most possible activities a player can do in the sector
8- Opportunity system exists parallel to the missions system
"- Kill Greenwall Reward: 40000c"
I like this one..
Actually it's interesting that you propose it as a system in parallel with the missions system, but this is actually possible through the mission system. We just need changes to allow us to involve multiple people, persistent NPC's and to allow those NPC's to use system and sector chat. That way missions can have NPC's send distress calls etc.. etc.. to alert people in the system.
If we do get some sort of system like this, it will start with these changes to the PCC editor, for sure.
Good suggestion.
I like this one..
Actually it's interesting that you propose it as a system in parallel with the missions system, but this is actually possible through the mission system. We just need changes to allow us to involve multiple people, persistent NPC's and to allow those NPC's to use system and sector chat. That way missions can have NPC's send distress calls etc.. etc.. to alert people in the system.
If we do get some sort of system like this, it will start with these changes to the PCC editor, for sure.
Good suggestion.
Thanks Esp... but it has a crucial difference from missions: player don't pick it to do.
These "Opportunities" just appear on the list, the player never click to select one to do. He can only read at the PDA, and do them if he wants.
Suppose the (Serco) player doesn't even read them, but kills Greenwall. He gets that reward.
These "Opportunities" just appear on the list, the player never click to select one to do. He can only read at the PDA, and do them if he wants.
Suppose the (Serco) player doesn't even read them, but kills Greenwall. He gets that reward.
Yes, I definitely picked that up. The thing with these missions though is that one player will pick to do it, and it creates an opportunity for the other players in the system to get involved and thus creates player interaction, which is the goal.
The system that you propose is a good idea but I think the element that bugs me a little bit about it is the lack of a story-driven way by which you come about these opportunities, which is why I prefer the mission system to deliver them.
If we had basically the same framework as you suggested, but with opportunities popping up in a story driven manner through sector/system chat, I would prefer it than having them listed in the way you describe. Having them automatically occurring without player initiation is key though and you do have a point there, but I think if anything this should form part of the updates designed to bring players together.
The system that you propose is a good idea but I think the element that bugs me a little bit about it is the lack of a story-driven way by which you come about these opportunities, which is why I prefer the mission system to deliver them.
If we had basically the same framework as you suggested, but with opportunities popping up in a story driven manner through sector/system chat, I would prefer it than having them listed in the way you describe. Having them automatically occurring without player initiation is key though and you do have a point there, but I think if anything this should form part of the updates designed to bring players together.
Yes, I got what you meant about "lack of story-driven". And that's why the actual Missions system is the most suitable for delivering the more noble content, and this Opportunity system is better for the more simple and grind-like stuff.
If this can also be used to make the Missions more interesting, by having them triggering specific Opportunities... I totally support it, of course.
But what motivated me for posting this suggestion, is that I feel limited by the Mission, while playing. Most of the stuff in the game, you need to 1st dock, ask permission to do a very specific stuff (take a mission), and then do that stuff until it's finished.
I'm not saying that the missions are a bad feature, not at all... but I feel too limited on what I can do, because it restricts me to a specific job. It looks like a job.
And if we have dozens of Opportunities in every sector, I would feel way more free to play the game. Because there's not a Mission telling me "finish this, do this, or else you can't do anything else". No, it's the "Opportunities" asking me to do stuff, without any compromise, w/o need to finish them in order to be allowed to do anything else.
No need to dock to take a job, no need to dock to get the reward. No need to finish a job in order to start another job, no penalty for not being able to complete a job.
If this can also be used to make the Missions more interesting, by having them triggering specific Opportunities... I totally support it, of course.
But what motivated me for posting this suggestion, is that I feel limited by the Mission, while playing. Most of the stuff in the game, you need to 1st dock, ask permission to do a very specific stuff (take a mission), and then do that stuff until it's finished.
I'm not saying that the missions are a bad feature, not at all... but I feel too limited on what I can do, because it restricts me to a specific job. It looks like a job.
And if we have dozens of Opportunities in every sector, I would feel way more free to play the game. Because there's not a Mission telling me "finish this, do this, or else you can't do anything else". No, it's the "Opportunities" asking me to do stuff, without any compromise, w/o need to finish them in order to be allowed to do anything else.
No need to dock to take a job, no need to dock to get the reward. No need to finish a job in order to start another job, no penalty for not being able to complete a job.
I kind of like this. It would be a lot more dynamic than the mission system. And it could easily complement the mission system. The idea of counter-missions never quite sat well with me. For example, the old "when people sign up for a convoy, offer a counter mission to pirates to attack them" idea just seems clunky to me. Counter-missions would be better implemented by opportunities. Same goes for defending/avenging a convoy - maybe you're just traveling minding your own business when you stumble into me raiding a convoy. So you get an opportunity to kill me, and if you do, the convoy rewards you. And that's it. You both fly your own ways afterward, no obligations to eachother. (Though maybe they'd extend the option for you to join the escort.)
Another example is if a hive skirmish is going poorly and you happen to be in the area, you might see an opportunity to dive in and help. Unlike taking the mission, you wouldn't have any obligation to do shit diddly. If you can spare the time, you could just drop in and help a little, then leave and go on your way, without having to actually stick around. You'd get less reward than if you'd signed up for the mission formally, of course.
Some opportunities could have mission prerequisites. For example, I might not receive any pirate-type opportunities unless I take some missions that would put me in touch with the right people.
Some opportunities could also be pre-reqs for missions.
Though implementation-wise, it might be better to have most of the actual rewards and such be handled via raw game mechanics, and just use the opportunities concept as a way of notifying people about things they could do anyway.
Another example is if a hive skirmish is going poorly and you happen to be in the area, you might see an opportunity to dive in and help. Unlike taking the mission, you wouldn't have any obligation to do shit diddly. If you can spare the time, you could just drop in and help a little, then leave and go on your way, without having to actually stick around. You'd get less reward than if you'd signed up for the mission formally, of course.
Some opportunities could have mission prerequisites. For example, I might not receive any pirate-type opportunities unless I take some missions that would put me in touch with the right people.
Some opportunities could also be pre-reqs for missions.
Though implementation-wise, it might be better to have most of the actual rewards and such be handled via raw game mechanics, and just use the opportunities concept as a way of notifying people about things they could do anyway.
I like Pizzagood's idea of using opportunities as counter missions. I wouldn't mind implementing counter missions as regular missions and as an opportunity. +1 to Pizzagood and original post.
Don't we already have an opportunity system for killing players, though? Bounties?
Don't we already have an opportunity system for killing players, though? Bounties?
That would be sweet and could even be used to spice up the bounty system a bit.
- Hated player enters monitored space.
- Opportunity appears for registered bounty hunters to kill that player in the area they're hated in.
- Goes away when somebody kills them and claims the prize or they leave the area they're hated in.
- Hated player enters monitored space.
- Opportunity appears for registered bounty hunters to kill that player in the area they're hated in.
- Goes away when somebody kills them and claims the prize or they leave the area they're hated in.
+1 Definate potential
Thanks for all those positive and constructive replies :)
I'm glad you liked the overall idea, and could see possibilities further than me.
Another small one that just came to my mind, was about Deneb. Players could have a opportunity to disable the shields of those big ships, and get rewarded for this. Because it's the core of the job there, and actually it's not specifically rewarded.
I'm glad you liked the overall idea, and could see possibilities further than me.
Another small one that just came to my mind, was about Deneb. Players could have a opportunity to disable the shields of those big ships, and get rewarded for this. Because it's the core of the job there, and actually it's not specifically rewarded.
Yes snake, that was basically what I was getting at when I said raw game mechanics should handle the actual rewards where possible, with the opportunity system itself then being more a means of notifying the player of the situation. Bounties are an example of something where the mechanics already exist, but the notification is lacking.
Though when it comes to bounty type opportunities, the game shouldn't notify you unless the target is in a monitored sector, or in the same sector as you. Otherwise it would kind of defeat the purpose of unmonitored space.
Attacking a convoy would be a different matter - even in unmonitored space, the convoy should be able to broadcast a distress call in hopes that somebody rescues them. But there could also be a way for people (and NPC pirates, eventually) to send out fake distress calls to ambush people. (After all, the reason we take no punishments in unmonitored space isn't that people can't report us, but rather that the factions cannot verify the claims due to the lack of monitoring.)
Though when it comes to bounty type opportunities, the game shouldn't notify you unless the target is in a monitored sector, or in the same sector as you. Otherwise it would kind of defeat the purpose of unmonitored space.
Attacking a convoy would be a different matter - even in unmonitored space, the convoy should be able to broadcast a distress call in hopes that somebody rescues them. But there could also be a way for people (and NPC pirates, eventually) to send out fake distress calls to ambush people. (After all, the reason we take no punishments in unmonitored space isn't that people can't report us, but rather that the factions cannot verify the claims due to the lack of monitoring.)
+1 to op missions are a pain especially if your on a pad or a phone
you just want to log in do shit log off
you just want to log in do shit log off
@Pizzasgood
About no rewards coming from Opportunities... Does it gets me back to the situation where the only way to get an income by doing stuff, is by taking a regular mission?
If so... it wouldn't help to make players free from that restrictive mechanism in order to play the game.
It's not that bad to make missions once and while... But it's not good to have almost no other way out.
I want to roam free, without any mission taken, and be able to do most possible activities and be rewarded for doing them.
Maybe it's not that difficult to set some of the opportunities to direct reward the players, w/o getting VO economy in a worse state.
Just like those 2 examples you plotted, the one about defending a convoy and the other about attacking the Hive. These 2 situation, I believe the Opportunity system would have to direct reward the player.
But I agree that not all the Opportunities must pay a reward to the player in every situation. Specially when it is used in combination with a Mission that already have a reward.
And about the Opportunity system being used to just inform something to the player... That's also OK... as long as it doesn't become a SPAM over the Opportunity tab making it difficult to read all of them.
About no rewards coming from Opportunities... Does it gets me back to the situation where the only way to get an income by doing stuff, is by taking a regular mission?
If so... it wouldn't help to make players free from that restrictive mechanism in order to play the game.
It's not that bad to make missions once and while... But it's not good to have almost no other way out.
I want to roam free, without any mission taken, and be able to do most possible activities and be rewarded for doing them.
Maybe it's not that difficult to set some of the opportunities to direct reward the players, w/o getting VO economy in a worse state.
Just like those 2 examples you plotted, the one about defending a convoy and the other about attacking the Hive. These 2 situation, I believe the Opportunity system would have to direct reward the player.
But I agree that not all the Opportunities must pay a reward to the player in every situation. Specially when it is used in combination with a Mission that already have a reward.
And about the Opportunity system being used to just inform something to the player... That's also OK... as long as it doesn't become a SPAM over the Opportunity tab making it difficult to read all of them.
No, I didn't mean you'd have to still do a mission to get the reward. What I meant in the case of the escorts, for example, is that the escort system should handle rewarding people for rescuing them. The end result would look exactly the same to the players.
Though I guess that really comes down to internal details of the game's codebase for whether that would be cleaner in the end than having the opportunity system itself handle the rewards.
Just ignore that part of my comments, since it's really not relevant to the suggestion itself.
Though I guess that really comes down to internal details of the game's codebase for whether that would be cleaner in the end than having the opportunity system itself handle the rewards.
Just ignore that part of my comments, since it's really not relevant to the suggestion itself.
+1 and file it...
Thanks for the bump, Greenwall.
And yes, file it... at some visible place :)
There are several other stuff we could imagine to do, using a tool like this. For example, all procurement missions could become opportunities.
It would require a lot more thinking on this system, to include opportunities inside station, outside station, in-system opportunities, in-sector opportunities, opportunities triggered by current on-going mission taken by the player, triggered by other players mission, triggered by some random NPC event, triggered by other players actions, etc. All of them in the same tab, with easy filters and sorters, and different colors for different types of Opportunities.
And also other rewards beyond credits, such as license points and faction standing.
If you Devs intend to do something similar to this, please make it a complete and powerful tool, integrated with current PCC tools.
And Pizza, sorry for not answering it right away, but I did understand what you meant about missions controlling the opportunities rewards, after your last post.
And yes, file it... at some visible place :)
There are several other stuff we could imagine to do, using a tool like this. For example, all procurement missions could become opportunities.
It would require a lot more thinking on this system, to include opportunities inside station, outside station, in-system opportunities, in-sector opportunities, opportunities triggered by current on-going mission taken by the player, triggered by other players mission, triggered by some random NPC event, triggered by other players actions, etc. All of them in the same tab, with easy filters and sorters, and different colors for different types of Opportunities.
And also other rewards beyond credits, such as license points and faction standing.
If you Devs intend to do something similar to this, please make it a complete and powerful tool, integrated with current PCC tools.
And Pizza, sorry for not answering it right away, but I did understand what you meant about missions controlling the opportunities rewards, after your last post.
+1, very good ideas here... LOCAL stuff
but I ahve to agree with greenwall... top of Ignored list!
but I ahve to agree with greenwall... top of Ignored list!