Mission idea's and requests
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Hey,
I know this is a big ask, so i’ll say sorry in advance…I’ve been working on some new single player missions and so far is so good. Had tons of fun making and playing/testing them.
Now all i need is some new idea’s or requests, it’s basically to test myself and help me in the learning curve.I’ve already coded quite a few missions but most are old now heres a quick list:
Mission - To meet up with king and escort a transport ship (a bit like mission01a in single player, you are attacked by a few groups of ships here and there along the way).
Mission - To fly to a point in space to locate and then later destroy an object (base and ships). again you have some help from the storyline character(s).
Mission - To take a commodity to a base in a system. Or find, then give it to a singleplayer character(s) somewhere.
Mission - To fend off an onslaught of evermore terrifying and building group of zombies!! (yea i played too much black ops) with the help of lots of single player characters/ships.
Also, please (if you do post an idea) try to think it through carefully, i find that making the Core? of the mission interesting/exciting makes for a better mission. Things like… npc coms, cloaking, attacking / defending, lightfuses start stop etc can all be done and create the right atmosphere
Like the zombie mission… you start, you are told whats going down (OMG we got ZOMBIES!) you take off and meet “your side”. Then the announcer from the singleplayer race v Hovis does the 3, 2, 1, GO! countdown and the first wave of zombies are spawned. Theres a timer before you get the countdown again etc… after a while the spawns become smaller and you get a “HELP” transmission from an outpost under attack. Once you have liberated the base and docked Round 2 starts…
I wont bore you with anymore of my ideas, cos im looking for new ones!
Any ideas or thoughts would be great. Thanks. -
Either rescue or search and recon work (thinking most players play a storyline in a fighter). If you want transport missions, then taking resources to bases, equipment to build sites, supplies to outposts…
So rescue could be a life pod from a destroyed ship … so you have to go and when within range you can “spawn” a life pod next to the wrecked ship - which you must tractor in.
Alternatively, you are one of a flight wing - there is a transport coming to pick up the survivors, you are providing cover (as obviously it was in hostile territory) whilst such a risky mission is carried out in space (so effectively engage hostile ships to protect the rescue mission).Recon of an unknown system - you basically fly by and try to map the system. Of course if you stick around to fight/engage hostiles you meet, then you are likely to delay matters so more difficult hostiles appear… you can set waypoints, or let the player roam the system (objectives achieved when within range of a type of object to represent mapping it).
Escort VIP missions (protect) - whereby like rescue but constant. It isn’t destroy hostiles, but just ensure they don’t engage that which you are supposed to transport. This may include, if being chased down a trade lane, exiting at the end and dropping the trade lane to prevent them coming out behind you…
Blockade running (either fighter or transport) - trying to get supplies through to a base/planet that is actively being blockaded by hostiles… you don’t want to fight, you need to dock - and it may be a running battle from the jumpgate right to the objective. More relevant between houses - as blockades can be enforced without wishing to have all out war.
Mineral mining - recover some minerals from a field for a research station - which is located in pirate territory. Simply locate a suitable asteroid field in a system, return with 100 of the materials. Of course, you’ll be attacked all the time.
Some form of industrial espionage action - destroy convoys, stations, or explorers to prevent them finding resources that your company would rather have access to. Jammers etc can be used to “stop communications” etc. Maybe to take over an existing build site as your own corporations as part of competition…
Obtaining hardware from pirates (which requires rep to buy, so you need to get “in” with their faction enough to obtain). Essentially mission is to get a certain rep level with the pirates… either through bribes or missions.
Talk or form a link with a certain member of an organisation - which includes tracking them down across multiple stations, doing missions to get rep up enough so that they’ll talk to you or to be allowed/accepted into their inner circle (i.e. once rep past a certain level, spawn a base!). Then you can talk to the specific NPC who has story info relevant to continuing…such as a legend or coords for something special…
Search for systems/resources etc. Fly around looking for a jumphole or new system as a company are after a specific resource type. You may, of course, meet competing companies as well as pirates, and since you’re in new space or un-populated areas, they may try to jam and destroy your ship rather than let you get back with info about where the resources are… (so not just pirates you are avoiding, but competitors).
I’m sure there are many possible missions - and with SP scripting you can create side missions that you can accept in a bar - triggered by talking to an NPC which enables you to include more transport/protect/mine/find missions for players too
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Thats a good idea, khayman. But these missions take place in fixed locations as you did them with sp scripting, right?
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Atm, yes. I’m guessing here, but i think it could be possible to write a script that can be started from multiple locations.
The only downside would be the amount of code required for such a thing.
In the scripts you can have triggers that are active constantly or untill told to stop. My theory is that it would look something like this:[Trigger]
nickname = Listening_trigger <– can be be named anything
system = Rh04 <-- system can also be ANY
InitState = ACTIVE <-- meaning this trigger is activeThe next line will tell the trigger to trigger when something happens (or not)… can be one of many, heres just a few:
Cnd_BaseEnter = (name of base that you enter to start)
Cnd_SpaceExit = (name of system that you exit to start)
Cnd_SystemEnter = after a while they become clearIm guess that you can have a few of these “active” triggers set to various parameters so if any happen the mission would start…
At the moment im trying to get spawned jumpholes to work for the industrial espionage idea chips had.
(my theory is to remove player from the starting system, then spawn them in the target system) -
Maybe you could create a jumphole as a mission solar, but without the actual ability to jump, and when a player comes near you teleport him to the new system?
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just a quick update on the jump holes thing… ive managed it using the same technique as the single player game!
p.s thanks again for your idea’s chips, ive had a ton of fun trying to do all kinds of crazy things with mission’s and ive even added you into “The Abyss- Demo” credits.