Fractal Softworks Forum

Starsector => General Discussion => Blog Posts => Topic started by: Alex on March 26, 2015, 05:08:31 PM

Title: Campaign Missions
Post by: Alex on March 26, 2015, 05:08:31 PM
Blog post here (http://fractalsoftworks.com/2015/03/26/campaign-missions/).
Title: Re: Campaign Missions
Post by: Jmdelrio on March 26, 2015, 05:25:29 PM
Can enemy factions compete on a contract that I want to take?  That could get interesting and foster hostile shipping lanes and piracy :)
Title: Re: Campaign Missions
Post by: Alex on March 26, 2015, 05:29:43 PM
Can enemy factions compete on a contract that I want to take?  That could get interesting and foster hostile shipping lanes and piracy :)

Depends on whether that's coded into the mission. Playing around with some piracy-related meddling in the "procurement contract" one, but not satisfied with the results of that yet.
Title: Re: Campaign Missions
Post by: MShadowy on March 26, 2015, 05:36:06 PM
Well, I see you're having fun.  Now this is definitely something I've been looking forward to for a long time now; should give some interesting tools to us modders... to say nothing of your teasing us with the other parts of the update.

Heh, keep it up.
Title: Re: Campaign Missions
Post by: FasterThanSleepyfish on March 26, 2015, 05:37:15 PM
Oh boy, contracts! Can't wait to make Citadel snap up jobs!

Do these missions use the rules.csv exclusively?
Title: Re: Campaign Missions
Post by: Alex on March 26, 2015, 05:48:52 PM
Well, I see you're having fun.  Now this is definitely something I've been looking forward to for a long time now; should give some interesting tools to us modders... to say nothing of your teasing us with the other parts of the update.

Heh, keep it up.

:) Having fun indeed!


Do these missions use the rules.csv exclusively?

In modding terms, a "mission" is an event with a "MISSION" type. It also has a pre-event stage where it's available but not yet accepted; there's a separate plugin for that stage. It also needs a script that handles actually creating instances of the mission and making them available.

As far as rules.csv, it's used for conversations with people. I added a "CallEvent" command that can be used from rules.csv - basically, what it lets you do is have certain "commands" built in to the mission event code instead of having it float around as separate custom commands. So far, it's working out very well, in terms of not taking too long to code up - part of that is me getting used to how to work with that framework, and part of that is the CallEvent command, which makes running custom java code from rules.csv a breeze.

For example, when you complete a mission, one of the lines in the script is:
CallEvent $mpm_eventRef performDelivery

And then in the mission class, there's:
Code: java
public boolean callEvent(String ruleId, final InteractionDialogAPI dialog, List<Token> params, Map<String, MemoryAPI> memoryMap) {
String action = params.get(0).getString(memoryMap);

CampaignFleetAPI playerFleet = Global.getSector().getPlayerFleet();
CargoAPI cargo = playerFleet.getCargo();

if (action.equals("performDelivery")) {
cargo.removeItems(CargoItemType.RESOURCES, mission.getCommodityId(), mission.getQuantity());
...
...
Title: Re: Campaign Missions
Post by: Protonus on March 26, 2015, 06:01:16 PM
I'm taking bets for Amassed Blue Cargo trades and Red's explicitly high demand of slaughtering countless lives just for the taking.
Title: Re: Campaign Missions
Post by: Cycerin on March 26, 2015, 06:02:18 PM
Excellent stuff. Add in exploration and we'll have made the Escape Velocity games completely redundant.

Quote
In other news, I’m in a bit of a rare situation where there’s actually a backlog of things to talk about. I’m rather excited about the next blog post (well, rather, the features it’ll talk about). I’ll give you two hints – it’s related the the infrastructure laid down during the mission work, and it’s not something I was planning to add in this release. Past that, my lips are sealed, so don’t even ask!

You complete bastard.
Title: Re: Campaign Missions
Post by: Alex on March 26, 2015, 06:14:53 PM
You complete bastard.

Not a question, so we're good.
Title: Re: Campaign Missions
Post by: CrashToDesktop on March 26, 2015, 06:40:53 PM
I say planet interactions?  Seems logical, since you're adding NPCs and missions to stations, planets shall follow suit with situations like invasions.
I can dream too!

Overall exciting update. :) Although Megas (being the munchkin that he is) might not enjoy the more lore-oriented part of it, I'll love it.  I still feel like the backstory (the Collapse, the ensuing chaos and everything about it) needs to be explained more in the game.  This seems like a very good time to start on that. :)
Title: Re: Campaign Missions
Post by: Xanderzoo on March 26, 2015, 07:01:04 PM
This is going to be awesome.  ;D
Title: Re: Campaign Missions
Post by: Zaphide on March 26, 2015, 07:03:35 PM
As usual, looks great Alex :)

Perhaps the tease is something to do with the fact that we now have persistent NPC's with roles/memories and <stuff>... Hmm I wonder where this could also be useful... :D

Anyways, one thing I would really like to see possible is the ability to chain missions into an arc, and have the availability of missions in an arc dynamic/deterministic so that performance in previous missions affects the availability and content of subsequent missions.

e.g. a structure something like:
 - Event: Pirate attack on [outpost]
 - Mission 1: Transport [goods] to [outpost]
   - If completed within 20 days, make Mission 2 available, else straight to Mission 3
 - Mission 2: Collect and bring [weapons/ships/supplies] to [outpost]
 - Mission 3: Track down and destroy responsible pirate
   - [Mission dialog loads to custom battle]
   - If Mission 2 was completed then a small number of AI-controlled friendly ships joins the fight
   - If Mission 2 was completed and no AI-controlled friendly ships were destroyed then receive [greater reward]

A simplistic example (and you have probably already considered most of it), but I think the notion of 'missions' could fairly easily become 'story arcs' with a lot of depth, similar in the way that EV Override and EV Nova had numerous large story arcs to be discovered and experienced.

And, then there could be mods that consist entirely of new missions/story arcs to add to the game and/or other mods :D
Title: Re: Campaign Missions
Post by: Alex on March 26, 2015, 08:13:19 PM
Anyways, one thing I would really like to see possible is the ability to chain missions into an arc, and have the availability of missions in an arc dynamic/deterministic so that performance in previous missions affects the availability and content of subsequent missions.

That sort of thing is definitely possible, as missions are created and accepted via mod code. You could easily have some logic when one mission is completed either make new missions available or just add them to the missions the player has taken on.
Title: Re: Campaign Missions
Post by: orost on March 26, 2015, 08:33:08 PM
HYPE DRIVE ENGAGED

Looks really good, this is the exact kind of thing that Starsector badly needs!
Title: Re: Campaign Missions
Post by: Aeson on March 26, 2015, 08:37:14 PM
It occurs to me that the bounty system we presently have isn't much different from an "open" mission (i.e. one which doesn't need to be accepted and which is on offer to anyone who can complete it). Will the bounty system be rolled into the mission system (and perhaps expanded upon), or will it remain a separate thing?

Will missions allow you to get around faction-level port lockouts? E.g. the dock master at Baetis has a soft spot for Volturnian lobster, and if you bring him some he'll turn a blind eye to the fact that you're parking an Atlas in his backyard when you're not supposed to be allowed docking space even for a personal shuttle due to past smuggling convictions, piracy, whatever.
Title: Re: Campaign Missions
Post by: xenoargh on March 26, 2015, 08:39:34 PM
Yay!

All that's missing after that is Dynamic Stuff... and enough content to form the game around and perhaps define its stories and give it an arc, and it's a true successor to EV in many ways.  I am really excited to see the final bits of the puzzle emerging here :)
Title: Re: Campaign Missions
Post by: Pushover on March 26, 2015, 08:44:07 PM
Happy to see this idea get in the game for trading!

I'd like to see the ability to store commodities on planets gone or reworked, considering how much abuse there is around it though...
Title: Re: Campaign Missions
Post by: CopperCoyote on March 26, 2015, 08:46:09 PM
Are the rewards able to look at how well the issuing planet (or station) is doing?
For example if you're doing a mission for Jangala and their stability is maxed out they'll give you credits, but if their stability has taken a huge hit recently then they may only be able to pay in supplies.
Title: Re: Campaign Missions
Post by: Alex on March 26, 2015, 09:10:19 PM
HYPE DRIVE ENGAGED

Looks really good, this is the exact kind of thing that Starsector badly needs!

:)

It occurs to me that the bounty system we presently have isn't much different from an "open" mission (i.e. one which doesn't need to be accepted and which is on offer to anyone who can complete it). Will the bounty system be rolled into the mission system (and perhaps expanded upon), or will it remain a separate thing?

I think system bounties work well as they are, and don't see the need to roll them into missions, although there's potential for other sorts of "missions" that do similar things (say, the equivalent of a letter of marque).

Person bounties, I'm not too happy with, and could see reworking with missions in mind... or just re-working. Missions aren't necessarily the right hammer for every job, they're just one more tool in the toolbox, albeit (I think) a much-needed one.

Will missions allow you to get around faction-level port lockouts? E.g. the dock master at Baetis has a soft spot for Volturnian lobster, and if you bring him some he'll turn a blind eye to the fact that you're parking an Atlas in his backyard when you're not supposed to be allowed docking space even for a personal shuttle due to past smuggling convictions, piracy, whatever.

Right now, you can open the comm directory even if you can't dock due to reputation issues, and can complete and get new missions.

I think what you're really asking, though, is does reputation with a person holding an important post at a market override the faction's overall feelings towards you. The answer is (currently) no, except for the part where if someone likes you, they'll still offer you missions where you wouldn't be able to accept them if they didn't. I.E. if you're hostile with the Hegemony, you can browse the mission board at Jangala, but you won't be able to accept any missions from Hegemony contacts, unless they personally like you.


I am really excited to see the final bits of the puzzle emerging here :)

Me too :)


I'd like to see the ability to store commodities on planets gone or reworked, considering how much abuse there is around it though...

Yeah, I'm thinking about adding a monthly fee based on how much you've got stored. Some kind of upkeep system is going to be necessary at some point, so I'll need to build that with a bit of an eye on flexibility.

Are the rewards able to look at how well the issuing planet (or station) is doing?
For example if you're doing a mission for Jangala and their stability is maxed out they'll give you credits, but if their stability has taken a huge hit recently then they may only be able to pay in supplies.

Well, there's two questions there. Can the rewards be based on that? Sure, they can be. A custom mission can do whatever it wants there.

For the "procurement contract" mission, the rewards are based on several factors, one of which is the current market price of the commodity, so that does factor in the stability, but not in a qualitative way - i.e. it's a different amount of money, but not an entirely different reward. The other factors are the timeframe (tighter deadline means more money) and whether it's legal (illegal means more money).

Some of the contracts also have a built-in bonus for delivering ahead of schedule. To avoid players first procuring the goods and then arriving at the market and accepting the contract right before fulfilling it, procurement missions 1) have a good chance of being taken down (presumably, either fulfilled by someone else or cancelled) and the timer ticks down while a mission is on offer, even before it's accepted. The reward is based on the initial deadline, though.

Title: Re: Campaign Missions
Post by: Cycerin on March 26, 2015, 10:17:54 PM
Person bounties really should be differentiated based on what type of bounty or hit it is; bounties on pirate lords or from factions that are at war should come from offices on planets or stations headed by factions, while assassinations or hit lists or grudge bounties could be handed out by individual NPCs encountered by chance, in space or on backwaters. I dunno, just an idea for how to add more feel to it.
Title: Re: Campaign Missions
Post by: Psycho Society on March 27, 2015, 12:18:06 AM
This sounds pretty rad! I'm not 100% clear on the difference in gameplay between mission trading and event based trading, but I'm sure It'll be clearer once I start playing. Getting to talk to an NPC on a planet will add a good bit of flavor.

If all planet events end up generating missions, will we still be able to affect things there by acting independently, or will we need to sign up for one of the missions?
Title: Re: Campaign Missions
Post by: Gothars on March 27, 2015, 04:18:04 AM
Looking good :) Mh, can you talk about how complex the missions can get? Will they be more or less pointers to events and changes in the gameworld that are dynamically generated? Or will they have pre-written scripts that tie them into the history or major politics of the Sector, or into personal drama?

My guess for the next blog post is officers, since it fits with the character persistence :)

Sweaty greetings from Thailand!  ;D

Title: Re: Campaign Missions
Post by: Protonus on March 27, 2015, 04:42:55 AM
I'm also curious if the AI's themselves, not the NPC's giving out quests, will be able to take quests as they please as well.

Realistically speaking, if a tendency that both an AI and the player managed to grab hold to a single mission, the first one could finish it first to get the reward.
Spoiler
Oh, before exaggerating that the AI will almost always completes the mission, I have this kicker.

If ever the AI gets the mission completed first, the player CAN just destroy the AI's ship before they reach the quest giver, grab its intel and alter to the player's favor and return to their employer for the reward instead.
[close]

To have a little more of a dynamic feel that someone actually took your job first instead of actually taking so many jobs that nobody, in a literal way, actually wants.
Title: Re: Campaign Missions
Post by: Thaago on March 27, 2015, 09:15:57 AM
Oooh, new star system! And I guess the missions look ok ;)

Exciting news though. Persistent people opens up a huge range of options for making stories personal.

For the new feature I'm going to guess... ship procurement! Because it seems very easy to fit in with the mission system. Talk with one of your contacts, get in touch with the shipmaster, and take on a "mission" where they get the ship after a while for credits. Or maybe you need to do them a favor first? (Please run across Hyrule *cough* I mean the sector and bring me the tears of a Tri-Tach executive! Then I'll order a Conquest at the factory for you.)
Title: Re: Campaign Missions
Post by: Megas on March 27, 2015, 10:41:26 AM
I see five more star systems than we have, for eleven.  I like to see more markets aside from Tibicena that can sell high-tech stuff.
Title: Re: Campaign Missions
Post by: Alex on March 27, 2015, 11:14:03 AM
This sounds pretty rad! I'm not 100% clear on the difference in gameplay between mission trading and event based trading, but I'm sure It'll be clearer once I start playing. Getting to talk to an NPC on a planet will add a good bit of flavor.

It's similar - I mean, you get credits for goods, after all - but mission-based trading is just more well defined. You know exactly what you're signing up for.

I actually like how it plays with the existing support for trade. For example, the "prices" intel category can be quite useful when trying to figure out how to best fill a procurement contract.

If all planet events end up generating missions, will we still be able to affect things there by acting independently, or will we need to sign up for one of the missions?

That's a good question. I'd imagine it's going to depend on the event and what makes more sense on a case-by-case basis.


Looking good :) Mh, can you talk about how complex the missions can get? Will they be more or less pointers to events and changes in the gameworld that are dynamically generated? Or will they have pre-written scripts that tie them into the history or major politics of the Sector, or into personal drama?

Probably a bit of both. They could easily support either, so this is more of a content question, and I'm not prepared to give a definitive answer. A lot of that is up to David, as well.


Sweaty greetings from Thailand!  ;D

Hope the hiking is going well! Man, I don't think I could take the heat/humidity.


I'm also curious if the AI's themselves, not the NPC's giving out quests, will be able to take quests as they please as well.

Realistically speaking, if a tendency that both an AI and the player managed to grab hold to a single mission, the first one could finish it first to get the reward.
Spoiler
Oh, before exaggerating that the AI will almost always completes the mission, I have this kicker.

If ever the AI gets the mission completed first, the player CAN just destroy the AI's ship before they reach the quest giver, grab its intel and alter to the player's favor and return to their employer for the reward instead.
[close]

To have a little more of a dynamic feel that someone actually took your job first instead of actually taking so many jobs that nobody, in a literal way, actually wants.

I think this is one of those things that sounds better on paper than it would work out in practice. There could be cases where it's interesting, but if it was across the board, and missions you took on were routinely stolen out from under you by forces essentially beyond your control, that doesn't seem like it'd be good. (I don't think the "kicker" is practical - how are you going to intercept an AI ship that's halfway across the Sector, finishing a mission you thought you had 2 months left to do?)
Title: Re: Campaign Missions
Post by: SafariJohn on March 27, 2015, 01:48:59 PM
There's not really anything about penalties in the blog post for failing to complete missions, but I think rep loss with the NPC is an obvious penalty. However, there could be many other penalties too.

A simple, major penalty might be a bounty being placed on your head for "misplacing" some sensitive documents.

On the *potentially* less harsh end, NPCs or factions might fine you. You caused them losses by not completing the contract they gave you, and by Hegemony (or what/whoever, even say Kanta's) law you have to pay reparations to the injured party.

I'm sure even more creative and varied penalties could be thought of.

I think this is one of those things that sounds better on paper than it would work out in practice. There could be cases where it's interesting, but if it was across the board, and missions you took on were routinely stolen out from under you by forces essentially beyond your control, that doesn't seem like it'd be good. (I don't think the "kicker" is practical - how are you going to intercept an AI ship that's halfway across the Sector, finishing a mission you thought you had 2 months left to do?)

I agree, I think missions should normally be specific to whoever takes them on (in this case, the player). Some rarer ones might involve other fleets trying to complete the mission too, but usually if you get a mission you are the only one who has been tasked to complete it.
Title: Re: Campaign Missions
Post by: Pushover on March 27, 2015, 01:59:36 PM
There's not really anything about penalties in the blog post for failing to complete missions, but I think rep loss with the NPC is an obvious penalty. However, there could be many other penalties too.

A simple, major penalty might be a bounty being placed on your head for "misplacing" some sensitive documents.

On the *potentially* less harsh end, NPCs or factions might fine you. You caused them losses by not completing the contract they gave you, and by Hegemony (or what/whoever, even say Kanta's) law you have to pay reparations to the injured party.

I'm sure even more creative and varied penalties could be thought of.

I think this is one of those things that sounds better on paper than it would work out in practice. There could be cases where it's interesting, but if it was across the board, and missions you took on were routinely stolen out from under you by forces essentially beyond your control, that doesn't seem like it'd be good. (I don't think the "kicker" is practical - how are you going to intercept an AI ship that's halfway across the Sector, finishing a mission you thought you had 2 months left to do?)

I agree, I think missions should normally be specific to whoever takes them on (in this case, the player). Some rarer ones might involve other fleets trying to complete the mission too, but usually if you get a mission you are the only one who has been tasked to complete it.

I think it depends on the mission. Plenty of these could just be market based, or military based, something like 'We are planning to produce 2 more Onslaughts by this date for our defense fleet, we need 5000 units of metal and 500 units of Machinery. We don't care who gets these materials to us, but we will pay whoever does.' If you fail to complete this mission, no big deal.' On the other hand, if it's something like 'We need someone to pick up these documents and send them to Jangala by this date' and you pick up the documents but don't deliver, a penalty makes sense.
Title: Re: Campaign Missions
Post by: TheDTYP on March 27, 2015, 05:39:14 PM
Ahh, Blog Posts are always a great way to get me excited for this game.
YUSSS MISSIONS! God I've been waiting for these, this is gonna be a nice release, I bet. Will there be more for the release besides "Procurement Contracts" or no?
I'm really looking forward to the next Blog Posts, glad to see you have some on deck.. Have you ever considered doing a Youtube devblog like the guys at LeafyGames, who work on Pulsar?

EDIT: How awesome would it be if NPC's had individual relationships with you based off of the timeliness, efficiency, and degree of screwing over/betrayal of your actions during the missions that could be even more temperamental than factions? I understand that would surely be very complicated, just a thought. Something to do if you have time on your hands or run out of ideas I guess :)
Title: Re: Campaign Missions
Post by: orost on March 27, 2015, 05:52:27 PM
I just had an idea: If there are going to be financial penalties for failing a mission or anything else, I wouldn't want them to be deducted from my account immediately. That's rude. Instead, they'd increase your debt with the faction. Having debt would impose a reputation penalty with the faction in question that stays there until you pay it off (while accruing interest), scaled with the amount of money involved as a ratio of player's total worth. Customs tolls should allow you to do the same, unless they don't trust you in which case they'd demand payment immediately. I think it would be a very fun mechanic that puts more control in player's hands.
Title: Re: Campaign Missions
Post by: Alex on March 27, 2015, 06:49:28 PM
Will there be more for the release besides "Procurement Contracts" or no?

Maybe? Probably. Depends on exactly which direction this update ends up going.

Have you ever considered doing a Youtube devblog like the guys at LeafyGames, who work on Pulsar?

I think it'd take me too long - not exactly set up/proficient with video editing, and knowing me, I'd spend forever making edits til it was "just right". Plus, as a player, I'd prefer text myself. It's just so much easier to navigate/consume at the pace that's right for you.


EDIT: How awesome would it be if NPC's had individual relationships with you based off of the timeliness, efficiency, and degree of screwing over/betrayal of your actions during the missions that could be even more temperamental than factions? I understand that would surely be very complicated, just a thought. Something to do if you have time on your hands or run out of ideas I guess :)

Yeah, I can see that being very neat. Again more of a content thing - fleshing out missions to actually be that way - so probably makes sense to tackle once all the mechanical pieces are in place.


I just had an idea: If there are going to be financial penalties for failing a mission or anything else, I wouldn't want them to be deducted from my account immediately. That's rude. Instead, they'd increase your debt with the faction. Having debt would impose a reputation penalty with the faction in question that stays there until you pay it off (while accruing interest), scaled with the amount of money involved as a ratio of player's total worth. Customs tolls should allow you to do the same, unless they don't trust you in which case they'd demand payment immediately. I think it would be a very fun mechanic that puts more control in player's hands.

That's a really, really neat idea. Will keep it in mind! Did I mention that I think this is a neat idea?
Title: Re: Campaign Missions
Post by: CrashToDesktop on March 27, 2015, 06:59:02 PM
In addition to the debt idea by orost, what about making debt have more than just faction penalties?  Seeing as to what credit is today, what about increasing prices on goods of all kinds the more debt you have?  Gives a lot more incentive to pay it off as soon as possible than just a few angry people.

@orost
By the way, did you happen to get that idea from a game called Offworld Trading Company?  That's the only other game that I know has such a system, and I love it.  Just curious. :)
Title: Re: Campaign Missions
Post by: orost on March 27, 2015, 07:09:16 PM
I have played OTC, but I didn't make the connection while thinking about this, at least not consciously.

Also, what you said about incentive to pay back gave me another idea. If your reputation with a faction gets too low, it should start seeking you out - but the way it does it should be related to the reasons your reputation is low in the first place. If it's debt, they'll try to confiscate any property of yours that they can get their hands on, and try to convince their allies to do do the same. This would go towards nullyfing your debt, but leave a long-lasting stain on your reputation, so it's better to liquidate and pay back before it gets to that point... or get your things out of their jurisdiction.

If it's piracy, it would be a bounty on your head instead, and so on...

Basically what I'm getting at is that reputation should be, instead of a single number, a list of modifiers, for example:

Debt (125,000 credits): -15
2 counts of minor smuggling: -4
Completed bounties: +30

The faction would take actions on each of those matters individually, so maybe that +30 from bounties makes you a licensed bounty hunter with some access to military equipment, but at the same time and independently of that your debt makes them less likely to entrust you with money, and your history of smuggling makes them pay closer attention to your actions on the markets. In extreme cases, where the net reputation reaches very low or very high values, one would affect the others - military and financial services may be unconnected, but obviously you're not going to get a loan if you've just been caught doing major piracy, and you're not going to be hassled for some unpaid tolls from two cycles ago if you've since become an important military leader in the faction, for example. This could be connected to the persistent people system we're getting, with various persons from a faction handling their own facet of the reputation system.

Probably too complex, but wouldn't it be great?
Title: Re: Campaign Missions
Post by: Protonus on March 27, 2015, 08:20:03 PM
I'm also curious if the AI's themselves, not the NPC's giving out quests, will be able to take quests as they please as well.

Realistically speaking, if a tendency that both an AI and the player managed to grab hold to a single mission, the first one could finish it first to get the reward.
Spoiler
Oh, before exaggerating that the AI will almost always completes the mission, I have this kicker.

If ever the AI gets the mission completed first, the player CAN just destroy the AI's ship before they reach the quest giver, grab its intel and alter to the player's favor and return to their employer for the reward instead.
[close]

To have a little more of a dynamic feel that someone actually took your job first instead of actually taking so many jobs that nobody, in a literal way, actually wants.

I think this is one of those things that sounds better on paper than it would work out in practice. There could be cases where it's interesting, but if it was across the board, and missions you took on were routinely stolen out from under you by forces essentially beyond your control, that doesn't seem like it'd be good. (I don't think the "kicker" is practical - how are you going to intercept an AI ship that's halfway across the Sector, finishing a mission you thought you had 2 months left to do?)
[/quote]

Well, I guess that would be a rather disturbing predicament, but it could be nice at least that the AI has only a few days ahead of you in the mission instead of getting to ridiculed timing of 2 months.

The interception could happened dependently through your contacts, NPC's that you have already accomplished with, and Communication stations like the most common Corvus tower, where they tell you what location is your competitor and what direction is he/she heading before finishing the quest. As for I can say, in accordance to the conditions of in-game (where the possibility of being attacked by another force that is not taking the job), not everyone is too willing to just finish a quest and head straight to the NPC in order to have it signed.
Title: Re: Campaign Missions
Post by: JP on March 28, 2015, 05:54:14 AM
I’ll give you two hints – it’s related the the infrastructure laid down during the mission work, and it’s not something I was planning to add in this release.

I am guessing Officers here :)
Title: Re: Campaign Missions
Post by: kazi on March 29, 2015, 02:13:41 AM
I’ll give you two hints – it’s related the the infrastructure laid down during the mission work, and it’s not something I was planning to add in this release.

I am guessing Officers here :)

Story missions?
Title: Re: Campaign Missions
Post by: Protonus on March 29, 2015, 05:54:13 AM
Possibly Ship-to-ship trading.

It's been long since I haven't seen another Rougelike Space game presenting Mobile traders passing by to sell very valuable items that players wouldn't normally find in a station/planet.
Title: Re: Campaign Missions
Post by: TheDTYP on March 29, 2015, 03:25:39 PM
What's this dev cycle looking like anyway? I know nothing is really nailed down and don't worry, I'm not asking for any specifics (I want to be surprised, anyway) but do you plan on it being as large as the last update? In which case, I won't expect it until MUUUUUCH later
Title: Re: Campaign Missions
Post by: Gennadios on March 29, 2015, 03:50:04 PM
I’ll give you two hints – it’s related the the infrastructure laid down during the mission work, and it’s not something I was planning to add in this release.

I am guessing Officers here :)

Fingers crossed. The RNGesus generated a bounty that's an eerie copy of someone I know from name and picture selection. I won't be able to play again until I know for sure whether it'll be possible to force them into a recruitment.
Title: Re: Campaign Missions
Post by: Trylobot on March 31, 2015, 01:18:27 PM
This is looking pretty badass, Alex.
Title: Re: Campaign Missions
Post by: Alex on March 31, 2015, 01:41:13 PM
What's this dev cycle looking like anyway? I know nothing is really nailed down and don't worry, I'm not asking for any specifics (I want to be surprised, anyway) but do you plan on it being as large as the last update? In which case, I won't expect it until MUUUUUCH later

It's hard to say. Not *planning* on it being larger at the moment, but some details about exactly where to go with this update are up in the air.

This is looking pretty badass, Alex.

Hey! Nice to see you around :)
Title: Re: Campaign Missions
Post by: CopperCoyote on March 31, 2015, 02:01:45 PM
Will mission completion goodwill for one NPC rub off on another NPC from the same faction?

Say for example: If I do a ton of missions for the quartermaster(either by design or happenstance), will the base commander have their view altered in any way?
Title: Re: Campaign Missions
Post by: Alex on March 31, 2015, 02:07:16 PM
Right now, no. I'd like to look at this sort of thing eventually, though, both for people and for allied factions and other such.
Title: Re: Campaign Missions
Post by: Sproginator on April 01, 2015, 12:05:05 PM
It'd be nice to see some sort of black market smuggling operation where, if your fleet were to get scanned, you'd lose reputation, cargo, and a mission :)
Title: Re: Campaign Missions
Post by: Alex on April 01, 2015, 12:10:28 PM
Yeah, was thinking about something similar myself :) It's a nice way to get more nuance/detail than simply selling on the black market can do.
Title: Re: Campaign Missions
Post by: Sproginator on April 01, 2015, 12:16:14 PM
Very much so! Perhaps being able to smuggle goods from one faction to another would be a great way to decrease the foothold of a faction in a system? :)
Title: Re: Campaign Missions
Post by: Tartiflette on April 02, 2015, 03:54:10 AM
Quote from: Alex
In other news, I’m in a bit of a rare situation where there’s actually a backlog of things to talk about. I’m rather excited about the next blog post (well, rather, the features it’ll talk about). I’ll give you two hints – it’s related the the infrastructure laid down during the mission work, and it’s not something I was planning to add in this release. Past that, my lips are sealed, so don’t even ask!

The the economy is done, the resources are there, the contract providers are in the work...
Soooo mining contracts? ::)
Title: Re: Campaign Missions
Post by: Toxcity on April 25, 2015, 02:37:25 PM
This might be a stupid question, but are people with different roles going to offer different rewards for high reputation with them?
Title: Re: Campaign Missions
Post by: Alex on April 25, 2015, 09:56:21 PM
This might be a stupid question, but are people with different roles going to offer different rewards for high reputation with them?

I don't know! As I *think* I mentioned in the blog post, the effects of having high reputation with people are currently limited to them offering you missions when the faction is hostile, giving you a potential way back "in". It's clearly something that could be expanded and built on, but at this point, it hasn't been.