Forums » Suggestions
The Mission for Biocom Mine
It would be nice to be able to retry this (or any other) mission when you fail.
I like to follow the mission trees and, for me and my GF, it is one of the main reasons we actually play VO. We want to be able to rectify our faults. Thanks.
I like to follow the mission trees and, for me and my GF, it is one of the main reasons we actually play VO. We want to be able to rectify our faults. Thanks.
The trouble is, it opens a certain amount of a "hole", in letting people acquire the mine over and over again. In the mission context, you're given the mine at the very start. You could then immediately abort, and take the mission over, generating mines.
At present, I don't have a way to remove a given mine via the mission system, nor can I rate-limit how often a mission is available over a period of time (once per day, whatever). So, my only options to avoid exploitation are various elaborate schemes of "well, if you now go do this annoying, difficult mission, we'll allow you to re-take that other mission". And that's only effective if I can actually come up with a mission that's consistently challenging in the interim.. our users have a tendency to find really efficient ways of getting past any barrier.
The Teller-Ulam mine is sufficiently dangerous, that I have concerns over it being in the game in large quantities. It goes back to the old "station nuking" problem from alpha/beta. So, to limit the number in the game, I made the mission only fire once.
I'll change this when we either have some newer mission mechanics to help with that, or we end up rolling the T-U mine into a more "production-use" situation.
At present, I don't have a way to remove a given mine via the mission system, nor can I rate-limit how often a mission is available over a period of time (once per day, whatever). So, my only options to avoid exploitation are various elaborate schemes of "well, if you now go do this annoying, difficult mission, we'll allow you to re-take that other mission". And that's only effective if I can actually come up with a mission that's consistently challenging in the interim.. our users have a tendency to find really efficient ways of getting past any barrier.
The Teller-Ulam mine is sufficiently dangerous, that I have concerns over it being in the game in large quantities. It goes back to the old "station nuking" problem from alpha/beta. So, to limit the number in the game, I made the mission only fire once.
I'll change this when we either have some newer mission mechanics to help with that, or we end up rolling the T-U mine into a more "production-use" situation.
could you make reloading the mine 100k or something?
Heh, so my fault was trying to complete the mission. I had to take the mine and run away. Ah, I got it now. :)
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Anyway, have we missed some mission(s) after this one?
[edit]
Anyway, have we missed some mission(s) after this one?
Lord~spidey: Well, it actually costs 1M. :)
yea im asking incarnate if he reads the thread :P
1M is just a bit too expensive, especially because its impossible to deliver the mine...
1M is just a bit too expensive, especially because its impossible to deliver the mine...
meh, i had little trouble completeing the mission.
I tested/completed the mission too, multiple times, without cheating.
Infinitis: I don't think you're missing anything, no. I don't believe I have extended that tree, yet.
Infinitis: I don't think you're missing anything, no. I don't believe I have extended that tree, yet.
I have completed it several times, too. Always on the first try and returning with a minor damage only. It is not so hard with a proper tactics. I have failed the last mission with the mine once because I missed the drones.
I also think that 1M for reloading is way too much. In my eyes, 100k would be more reasonable.
I also think that 1M for reloading is way too much. In my eyes, 100k would be more reasonable.
well the last mission really isnt that hard u only have to kill one bot, and u dont even have to do it with the mine :P
but if u wanted to change it could u not do something like if u specifically abort the mission u go to biocom hate or something because currently i seem to remember a faction hit is implemented just not a very large hit....
but if u wanted to change it could u not do something like if u specifically abort the mission u go to biocom hate or something because currently i seem to remember a faction hit is implemented just not a very large hit....