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  1. #1

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    Please, please get rid of the existing system. "Kill x numbers of y." is just the worst example of a mission terminal I've seen. Mind you, I've yet to see a game with a "perfect" mission system. The best I can remember has mission terminals with sliders that allow players to set preferences. It didn't have tradeskill missions, but in my opinion those are a completely different story anyway (clue: boring grindfest).

    First a difficulty slider. Affects enemy levels.
    "Pacifist" slider - want to retrieve/rescue or rather kill a target?
    Mob types - want to deal with robots, mutants, animals, ..?
    Access - what about locks? Will you need to find keys, or have one of more hackers?
    Enemy weapons - force/pierce, or psi powers, fire, poison, ..?
    Mob violence - are they aggressive?
    Finally there's a "XP vs Money" reward slider.

    Missions were randomly generated and usually had players enter big "apartments" with multiple rooms, corridors, various mobs, traps, locked doors, etc. inside. I think such a system could work really well with Neocron. Factions give you a random password, send you to a random nearby (npc-)apartment and have you do things there. Provided the engine is able to create them on the fly.

    This would be lots of work, but I am sure it would be worth it.
    Last edited by Skasi; 02-05-13 at 20:59.

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