Random Mission Suggestions For Developers
Some easily implemented Random missions to help counter the problem of repetitiveness.
Anyone may use these ideas freely. Some of these are very similar to current random missions but even a small change can make a huge difference if the "flavor" of a game.
#1 - Contraband
We of "X" Transport Consortium regularly employ Slicers to detect smugglers. We have become aware of a (small time Level 1, increasingly troublesome Level 2, dangerous Level 3, etc.) smuggler sneaking cargo into Liberty Space to avoid our import taxes. Intercept the (Rhino, Medium Transport, Heavy Transport) and any escorts it has at (Random Location). We don't care if they live or die, just bring the (small, medium, large) quantity of commodities back here to me.
NOTES - Make the cargo valuable enough to tempt the player to keep it and take a (Widely Random) faction penalty with the mission giving faction who wants the cargo. If the cargo isn't delivered then = mission failed status.
#2 - Emergency Rescue
Long range scanners have detected a distress beacon from an escape pod carrying (Random Elite Person). (Random Elite Person) was able to destroy their transport but the pirate fighters have probably tractored it and are dragging it away at a reduced speed. Get there fast and bring the escape pod back here safetly.
NOTES - Escape Pod should be in the debris of one of the fighters. Give reward if player returns the escape pod AND also give a larger monetary reward AND faction penalty if the player delivers the escape pod to a kind of "neutral" known hangout of the shipjacking pirates.
#3 - Strange Passengers
My three friends and I heard that you were hiring out your services. We need to get off this planet without any attention and get to (Random Destination). Is your ship fast enough?
NOTES - The player shouldn't have his locally illegal cargo scanned too aggressively at the mission origin but they should have to deliver the passengers to some appropriately dangerous waypoint or have to pass through heavily policed zones. If the passengers (illegal cargo) are scanned then automatically apply a faction penalty even if the player isn't apprehended.
#4 - One on One
Hey there. I heard you're gun is for sale. There's a bounty hunter after me and I want him taken care of. I've tricked him into thinking I'm at (Random Location). Go there and kill him and I'll pay you a truckload.
NOTES - This mission should only count as a small penalty against the bounty hunter faction since they can only suspect the player and not prove his guilt. It should pay a lot and there should only be one ship to attack but it should be pretty tough since there is only one. This is kind of like the fight between Jango Fett and Obi Wan.
# 5 - Station attack - don't know if this is even possible
I've discovered the location of a secret space station at (random destination) after "interrogating" a pirate I captured in an escape pod. He told me the station has (random commodity) and only keeps a handful of fighters on alert. He also told me that the station has a weakness, an exhaust port that if I fire into will cause the whole thing to blow and send the cargo drifting in space for me to pick up.
NOTE - The station doesn't have to be very big but it has to be indestructible unless a small target on it(exhaust port) takes sufficient damage. It should have turrets and about 4-5 fighters circling it. When one fighter is destroyed another should replace it so the only way to win is to hit the small target. ala deathstar
#6 - Nail the escaping ships
(Appropriate Powerful Organization) We have discovered a rebel base on (Random remote planet). They are fleeing under the cover of a powerful ground based cannon that can easily target our large battleships so we have to use fighters. Destroying their transports is your first priority and watch out for the ground based cannon.
NOTES - This should take place near a planet. There should be 2-4 large and powerful laser beams firing over and over but in the exact same direction creating a laser "alley" for the rebel transports to follow away from the planet to a nearby hyperspace lane. The player stays clear of the large but predictable laser beams and strafes the transports while being attacked by rebel fighter escorts. ala escape from Hoth
#7 - Ground forces - don't know if this is possible
Attack advancing ground forces like tanks on the surface of some large space body like a planet or station.
#8 - Hide and surprise attack in an asteroid field - requires a new graphic though simple
Use large asteroids to vanquish some more powerful foes.
NOTES - Player goes to a way point in the middle of an asteroid field. There should be 5-6 very large asteroids with a large hole/tunnel that can be flown into. Then you can stop and fire at ships from the safety of the asteroid. The enemies should be tough to counter balance the strategy but the rewards should be greater too.
I might add more ideas to this post later. Some of these ideas may be in the final version. One final note is that I think it is important to make the player feel like they are making a difference for whatever factions they work for/help often. To this effect I suggest a simple economic power ranking shown on the reputation pop up window which is modified a little or a lot depending on the level of your missions. Even if none of these changes can be implemented now, it's good to discuss for future games.
Anyone may use these ideas freely. Some of these are very similar to current random missions but even a small change can make a huge difference if the "flavor" of a game.
#1 - Contraband
We of "X" Transport Consortium regularly employ Slicers to detect smugglers. We have become aware of a (small time Level 1, increasingly troublesome Level 2, dangerous Level 3, etc.) smuggler sneaking cargo into Liberty Space to avoid our import taxes. Intercept the (Rhino, Medium Transport, Heavy Transport) and any escorts it has at (Random Location). We don't care if they live or die, just bring the (small, medium, large) quantity of commodities back here to me.
NOTES - Make the cargo valuable enough to tempt the player to keep it and take a (Widely Random) faction penalty with the mission giving faction who wants the cargo. If the cargo isn't delivered then = mission failed status.
#2 - Emergency Rescue
Long range scanners have detected a distress beacon from an escape pod carrying (Random Elite Person). (Random Elite Person) was able to destroy their transport but the pirate fighters have probably tractored it and are dragging it away at a reduced speed. Get there fast and bring the escape pod back here safetly.
NOTES - Escape Pod should be in the debris of one of the fighters. Give reward if player returns the escape pod AND also give a larger monetary reward AND faction penalty if the player delivers the escape pod to a kind of "neutral" known hangout of the shipjacking pirates.
#3 - Strange Passengers
My three friends and I heard that you were hiring out your services. We need to get off this planet without any attention and get to (Random Destination). Is your ship fast enough?
NOTES - The player shouldn't have his locally illegal cargo scanned too aggressively at the mission origin but they should have to deliver the passengers to some appropriately dangerous waypoint or have to pass through heavily policed zones. If the passengers (illegal cargo) are scanned then automatically apply a faction penalty even if the player isn't apprehended.
#4 - One on One
Hey there. I heard you're gun is for sale. There's a bounty hunter after me and I want him taken care of. I've tricked him into thinking I'm at (Random Location). Go there and kill him and I'll pay you a truckload.
NOTES - This mission should only count as a small penalty against the bounty hunter faction since they can only suspect the player and not prove his guilt. It should pay a lot and there should only be one ship to attack but it should be pretty tough since there is only one. This is kind of like the fight between Jango Fett and Obi Wan.
# 5 - Station attack - don't know if this is even possible
I've discovered the location of a secret space station at (random destination) after "interrogating" a pirate I captured in an escape pod. He told me the station has (random commodity) and only keeps a handful of fighters on alert. He also told me that the station has a weakness, an exhaust port that if I fire into will cause the whole thing to blow and send the cargo drifting in space for me to pick up.
NOTE - The station doesn't have to be very big but it has to be indestructible unless a small target on it(exhaust port) takes sufficient damage. It should have turrets and about 4-5 fighters circling it. When one fighter is destroyed another should replace it so the only way to win is to hit the small target. ala deathstar
#6 - Nail the escaping ships
(Appropriate Powerful Organization) We have discovered a rebel base on (Random remote planet). They are fleeing under the cover of a powerful ground based cannon that can easily target our large battleships so we have to use fighters. Destroying their transports is your first priority and watch out for the ground based cannon.
NOTES - This should take place near a planet. There should be 2-4 large and powerful laser beams firing over and over but in the exact same direction creating a laser "alley" for the rebel transports to follow away from the planet to a nearby hyperspace lane. The player stays clear of the large but predictable laser beams and strafes the transports while being attacked by rebel fighter escorts. ala escape from Hoth
#7 - Ground forces - don't know if this is possible
Attack advancing ground forces like tanks on the surface of some large space body like a planet or station.
#8 - Hide and surprise attack in an asteroid field - requires a new graphic though simple
Use large asteroids to vanquish some more powerful foes.
NOTES - Player goes to a way point in the middle of an asteroid field. There should be 5-6 very large asteroids with a large hole/tunnel that can be flown into. Then you can stop and fire at ships from the safety of the asteroid. The enemies should be tough to counter balance the strategy but the rewards should be greater too.
I might add more ideas to this post later. Some of these ideas may be in the final version. One final note is that I think it is important to make the player feel like they are making a difference for whatever factions they work for/help often. To this effect I suggest a simple economic power ranking shown on the reputation pop up window which is modified a little or a lot depending on the level of your missions. Even if none of these changes can be implemented now, it's good to discuss for future games.