How to: Creating dynamic mission payouts
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Huhu,
I originally came up with this idea at and for SW:WT, but I want to share it in case some of you might be interested in as well.The problem I had with SW:WT that since you got a high rank, you could buy a better mining or trading ship which allows you to get money more faster. Means, once you get much money, you will be able to get even more money.
But here comes up the problem with missions. They are static, and if you are able to do them, they give you (nearly) always the same payout.
Here is the solution:
Create a/multiple item(s), which can be sold to every station for the same (high!) price. Now you change the drop chance for specific character levels, so you get more/more expensive items from npcs once you reach the specific level(s).
Of course you can decide by yourself if you want to create those items for mission drop only, or for general NPC loot.
(The players can sell the expensive stuff to the bases then.) -
I was just posting this in case not everyone got that idea
It isn’t exactly the same in vanilla as I have it described it…:P
(It is more about weapons there, not the general mission payout - I was talking about creating expensive goods…>.>) -
Same thing thats been in SSM for a long time, all of the mission commodities are $30 mil when the NPCs drop them, the levels to drop them are set so higher level mission drop more of them. Commonly $20-$30 mil mission will net you anywhere from $60 to $150 mil just from the extra stuff dropped. Ship and equipment prices are set high for this very reason.
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True, in vanilla it’s more “vissible to the naked eye” to see the effect on weapon drops like the nomad guns and not the mission drops!
Again I didn’t mean any disrespect buddy… Just merely pointing out that it wasn’t a genuine idea, BUT yes it is usefull knowledge since it’s often an overlooked thing when doing mods!Personally I’m also trying to find ways myself to make missions more dynamic, such as you get a time bonus if you complete it within a specified timelimit, you will be “fined” if you fail to protect a friendly, mix the different objectives such as:
You are sent on a housecleaning missions, while youre fighting there you’re suddenly told by the Missions Commision that a prime suspect has just showed up in the area and you must abort your current engagement immediately and intercept him!
Probably it can’t be done but it’s worth giving it a try isn’t it!? Â
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Eh, I would then check out Why485’s (I hope it was him, lol ^^) for the multiplayer scripting, just search Youtube for “Freelancer mutliplayer scripting” (maybe your best bet…:X)
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Already seen it and even though it’s a nice find using it would just be implementing bugs in your mod IMHO!
Even though ppl says you can’t do much about the current mission types some of my recent findings may prove that wrong… Though I need to play woth it first and test it properly before I’ll say anything about it
Thanks for the pointer though