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View Full Version : Implement a button to repeat mission



MrWeedster
07-12-12, 00:02
Hi.

There could be a button at the mission interface screen to take the last mission you've done again.

William Antrim
07-12-12, 01:10
Epic idea!!!

Disturbed21
07-12-12, 02:31
Jesus, what a simple solution to one of the oldest problems; running the same mission over and over again often takes more time trying to find that mission than it does to kill/build/delivery the damn thing.

If I see you in-game, you sir are going to get sexed right in the face!

RogerRamjet
07-12-12, 04:51
Incredibly simple but excellent idea.

hatmankh
07-12-12, 04:57
I'll just put myself down as someone else who supports this idea, really hope to see this in one of the patch notes someday.

Chuck Norris
07-12-12, 05:02
this would make launcher cyclops missions worth doing! back on terra the citycom was near the first zone in at MB everyother server ive been on makes you go to the GR room.

This would make things so much better, but then you might as well as purge 70% of the missions. ones that never get used.

Doc Holliday
07-12-12, 05:17
pretty sure its there on titan too.

Awesome idea for repeat button. +1 here.

Ivan Eres
07-12-12, 13:35
Best. Idea. Ever.

Devs pls implement this.

Mortis
07-12-12, 13:55
crap idea

devs pls dont implement this.

Izeo
07-12-12, 14:36
I'm sure someone will be shocked that I don't agree with this idea, but I agree with the issue, which is, in some areas, a CityCom is just too far away for it to be "worth it" to even do missions at all - ex: MB bunker.

However, if you can imagine it, this would actually be kind of "overpowered" for aggressor captain missions. Imagine you are a low-med level player, where killing aggressor captains takes about 20-30 seconds. Sometimes, while you are doing these missions, a high level player comes down and instagibs all the nearby captains, including the ones you were working on.

Now, the high level player was probably NOT doing that to be a jerk. He's doing a mission too, and, it's actually FASTER for the low levels, if a high level instagibs the captain that you have only killed 25% so far. But more importantly, it will be a very short period of time before the high level has killed his five targets, so he will soon leave to get another mission. This gives the low levels another chance to find new targets.

If you could imagine a high level player grinding captain missions in the sewer ... he would never have to leave the sewer. He would probably move from the 3 largest spawns - the 2nd captain spawn, the side room with captain spawn after that, and then the long hallway with 3 captains after that. This would be great for the person wanting to quickly grind, but potentially frustrating for newer players.

-

However, the problems still are:
- CityCom locations are very far at some spots
- "Download missions" time is long
- Lots of missions that no one really takes, ever

Shortening the "download missions" is probably easier said than done. I'm sure it's laggy for a reason. Ever notice that with a heavy server load, sometimes three missions don't even load?

Removing the inferior missions, I feel is a better idea, for one part of the problem. Another thing would be to add a CityCom in places devoid of them. Having a CityCom outside every dungeon entrance or in high-volume level spots would be too cheesy (i.e. sticking a CityCom inside the MB bunker seems cheesy), but the fact that MB'ers have to pass through several zones to get to the CityCom near the GR is probably too far. I'm sure there could be a tiny comm station outside of MB, near the parked tanks, with a computer, or something like that.

ancient
07-12-12, 15:23
To solve it put the repeat mission button on the city com? It's kinda a half way house, but stops having to spend sometimes up to 5 minutes looking for the mission you want.

Netphreak
07-12-12, 15:32
To solve it put the repeat mission button on the city com? It's kinda a half way house, but stops having to spend sometimes up to 5 minutes looking for the mission you want.

Yeah, that would be a balanced and possibly relatively easy suggestion for the devs to implement.

A few more CityCom's and RNUplinks about would be nice too.

Izeo
07-12-12, 15:49
To solve it put the repeat mission button on the city com? It's kinda a half way house, but stops having to spend sometimes up to 5 minutes looking for the mission you want.
That is true, but I think flat out removing some of the unused missions would almost fix the issue anyway (and I would assume that removing some missions would be easier than adding new functionality to HUD, maybe).

In other words, just removing the "Cleanup Operation/Population Control/Pest Exterminator/Regulators Wanted/etc" missions would be a good start. If you don't know, those missions require you to kill 20 mobs instead of 5, and you need to visit an NPC in the HQ beforehand, AND you don't know what the mob you need to kill is before talking to the NPC. So many bad points for those missions, and they give the same credits/XP as the "quickjob kill 5 things" missions.

Although, I wrote this thread (http://forum.neocron.com/showthread.php?146630-Remove-quot-Quickjob-Kill-Monster-quot-missions) earlier to both clear out some useless missions and 'combine' some kill missions. (Ultimate result = less missions overall, more chance of getting missions you want.)

hatmankh
07-12-12, 16:17
When I first read the OP, I thought he meant a button on citycoms. I wouldn't mind having the button on the mission interface or on citycoms, either way its a huge improvement over what we nave now.

Dribble Joy
07-12-12, 16:51
Better place citycoms and a reworking of the quick mission system would make things a lot smoother.

The random missions and downloading 'feature' is presumably intended to give the impression of jobs being posted by factions to the public runner boards as and when they are needed, though it can frustrate people.

At least splitting them into quick kill, tradeskill and other, and say 10 rather than 3 options would still retain the atmospheric intentions while making selecting the one you want a lot easier.

MrWeedster
07-12-12, 18:02
Nice that this idea gets so much response.

My original intention was to add the button to the city term mission screen, otherwise it would be too OP as Izeo said.

Doc Holliday
07-12-12, 21:35
make more aggressor cellars. the quicker a runner is done the quicker he gets out. simple.

Sorin
08-12-12, 07:31
I think the idea was to have the button on the actual missions section of the citycom; not some button in the RPOS interface, that would absolutely be unreasonable. But adding such a button to the missions area of the citycom interface shouldn't be hard, either in code or in art (granted, I haven't seen NC's source code, so who knows what it looks like :p. But if adding the button widget bears any similarity to adding one in raw Win32, then it's not that bad).

Sometimes it does take forever for a person to find the mission they want, and a lot of people are going to just keep going through the list until they find it anyway, so, may as well add the button.