Forums » Suggestions
Dynamic escort missions
So, I touched on this in another thread, but maybe it merits a separate post: Dynamic Escort Missions.
The idea is simple. Make a group before taking an dynamic escort and, the larger the group, the bigger the convoy you get to bring. The mechanics are probably already around in the border patrol missions, which spawn more ships depending on the group size and how many players are in the sector.
In the future, when the path finding is worked out, maybe set it up so that there's a threshold level at which point a cappie is spawned as part of the convoy instead of a bazillion moths and centaurs.
For the time being, however, it'll encourage the folks who enjoy escorts to band together for common defense when going through trouble spots and make fatter targets for the folks who enjoy taking such things down. Basically, instead of trying to run a WH blockade solo, it'll introduce a game mechanic to try and run a WH blockade with friends.
The idea is simple. Make a group before taking an dynamic escort and, the larger the group, the bigger the convoy you get to bring. The mechanics are probably already around in the border patrol missions, which spawn more ships depending on the group size and how many players are in the sector.
In the future, when the path finding is worked out, maybe set it up so that there's a threshold level at which point a cappie is spawned as part of the convoy instead of a bazillion moths and centaurs.
For the time being, however, it'll encourage the folks who enjoy escorts to band together for common defense when going through trouble spots and make fatter targets for the folks who enjoy taking such things down. Basically, instead of trying to run a WH blockade solo, it'll introduce a game mechanic to try and run a WH blockade with friends.
I assume you do know that you can take Escort as a group, already. If we just added the convoy size to the description, wouldn't that achieve the same purpose?
It's not so easy to do even that much, as, the way it stands, the convoys are created in response to demand (which is currently dominated by fake impulses), and the origin chosen based on prices (which aren't the same as the visible prices). I could, reasonably easily, add the current convoy size and/or cargo value, but it would change (sometimes drastically) between you reading the description and leaving the station.
We intend to eventually have a more realistic economy (to enable meaningful blockades, for one), and this kind of last-minute selection of cargo is very useful in keeping it balanced. We certainly do intend to differentiate the Escort missions (and give you more info), and tie them together with player-take-able trade missions, but I see simple BP-style balancing as a step backward.
It's not so easy to do even that much, as, the way it stands, the convoys are created in response to demand (which is currently dominated by fake impulses), and the origin chosen based on prices (which aren't the same as the visible prices). I could, reasonably easily, add the current convoy size and/or cargo value, but it would change (sometimes drastically) between you reading the description and leaving the station.
We intend to eventually have a more realistic economy (to enable meaningful blockades, for one), and this kind of last-minute selection of cargo is very useful in keeping it balanced. We certainly do intend to differentiate the Escort missions (and give you more info), and tie them together with player-take-able trade missions, but I see simple BP-style balancing as a step backward.
This *might* be handled by more information, but I think one of the nice things about the current system is the semi-random aspect of it. I would further recommend *against* giving out that information for RP reasons: basically, what's to stop a trader working in cahoots with a pirate from finding the juicy escort missions, spawning them, and then letting the pirate know exactly where it is. With the lack of information, pirates won't be able to pick the very best, but will still have to guess what's going on.
I figured it was *possible* to do these things as a group already, but if the convoy doesn't scale with the number of players, the payout becomes smaller and smaller, basically discouraging the group tactic. (maybe this is what *should* happen anyways?) This would also introduce a game mechanic to avoid the (IMO) semi-exploit of everyone taking the same escort mission within 30 seconds of each other to produce a "mega-voy". I imagine such actions might produce larger headaches for you guys than not, though the player base is already "demanding" it, as it were. If the elasticity of the price is included in the amount of cargo hauled, maybe adding in secondary and tertiary items to the convoy after a certain point will help maintain realism and justify the increase in size.
I understand, though, that this might be something left to the new economy. Since some players are already spawning megavoys here and there, it seemed to me that there was demand for scalable convoys already. Additionally, if the gripe is the same 3-4 people try to run a blockade solo, then creating a game mechanism that encourages group play, more than the voluntary pay cut that is currently in place, could get more people trying to push the convoys through.
I figured it was *possible* to do these things as a group already, but if the convoy doesn't scale with the number of players, the payout becomes smaller and smaller, basically discouraging the group tactic. (maybe this is what *should* happen anyways?) This would also introduce a game mechanic to avoid the (IMO) semi-exploit of everyone taking the same escort mission within 30 seconds of each other to produce a "mega-voy". I imagine such actions might produce larger headaches for you guys than not, though the player base is already "demanding" it, as it were. If the elasticity of the price is included in the amount of cargo hauled, maybe adding in secondary and tertiary items to the convoy after a certain point will help maintain realism and justify the increase in size.
I understand, though, that this might be something left to the new economy. Since some players are already spawning megavoys here and there, it seemed to me that there was demand for scalable convoys already. Additionally, if the gripe is the same 3-4 people try to run a blockade solo, then creating a game mechanism that encourages group play, more than the voluntary pay cut that is currently in place, could get more people trying to push the convoys through.
The payout doesn't become smaller; there are just fewer npc escorts.
I've just gotta throw this out here;
I just did a one wormhole escort, and got 100,000c
I then did a ten wormhole escort, and got 7,000c
Totally not cool.
That's all.
I just did a one wormhole escort, and got 100,000c
I then did a ten wormhole escort, and got 7,000c
Totally not cool.
That's all.
Yea, you're right, that does suck. I've thought about ways to fix this* before, and wasn't very happy with any of them, but I'll move it back to the front burner, at least for the weekend.
* In terms of the architecture of my code.
* In terms of the architecture of my code.
Okay. Thanks, momerath.