Bench
Any chance you could share some information regarding the current status of development of the "
Mission System?" As in, does the team have a concrete plan for this already, has coding work already been done towards this or is it still in the research & development phase?
I had some ideas that I wanted to share with you guys about killing 2 birds with one stone with a 'sandbox' contracting logic system that players could use very flexibly and capable of easily resolving sandbox level contracts through push-button 3rd-party player arbitration & public records of rulings. Such a system would open a contract sandbox/simulator within the game as simple yet dynamic as voxel gaming itself, and would easily still
facilitate simple, boilerplate contracts from/to NPCs (and even between players assuming players had access to the same contract library as the NPCs), which at their core is what all "Missions" for NPCs are - contracts.
The library of available standard contracts and clauses would then be able to grow over time through
applied player development rather than purely under
theoretical planning and implementation, opening the potential to eventually result in an extremely robust in-game contracting system (something that, developed as a stand alone Object, might at some point be marketable for use under other games, particularly large-scale MP games because I don't know of any such thing out there, although there are non-game related contract simulators employed by other professions).
Instead of 5 or 10 or 20 canned missions players could run for various NPC factions, which would quickly become dull until Schine developed and implemented new mission types, players would constantly be developing new mission types and sub-types, and best of these could be added to the NPC-available library even by servads, similarly to ship designs now.
I believe it really comes down to little more than the central logic of it (contract dynamics are pure logic, made confusing only by issues of definition/language, which in this case would be an end-use issue, not something a developer would have to deal with at all) and a workable interface in the end.
If plans/work for the mission system are already substantially locked in it would be redundant here. If it's still relatively amorphous, I will present detailed overview in the suggestions forum.