TychoCelchu
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I've seen a post that had a similar idea to this, though it was rather vague. I believe that we need to be able to do more than one mission at a time. Nothing is more frustrating to me than to be searching for a particular tech for a mission, and find the tech for a different mission, and then later, be required to find that second tech again. My suggestion then is to have a booster, or pilot item, that can be bought with gold and allows a pilot to have multiple missions active at once. It could be sold in such a way that it allows a pilot to have say three, five, or ten active missions for three hours or thirty days. When one of the active missions is completed, it opens an available slot for another mission.
As an example of how this could work, consider the following hypothetical. There are three missions, Swipe Protector Tech, Pillage Stuncharge, and Plunder Enhanced Aim Tech. The first two require the destruction of a Custodian Commander, and the third, the destruction of a Avenger. Currently, if Protector Tech was the active mission, you would get no credit for finding the other two in the course of a fight, even if you found multiple copies before you found the Protector Tech. However, with a "Mission Booster", a player could have all three active, and it would not matter which blueprint was collected first.
Now that the players are convinced, it's time for the sales pitch. Selling it as a booster allows the company to make money, while the players are satisfied because there is less wasted time. It also doesn't affect the way the game plays, like some have claimed, because it functions in a similar way to the Cryonite Booster or the Blueprint Booster. It mildly affects in-game play while making advancement faster for the players willing to spend their gold on the booster.
There are only a few hiccups I can see. One is the affect it would have on the mission dialog box, the one that appears in the menu bar across the top of the screen. It might need to be reformatted so that multiple mission events, and status markers can be displayed. A second would be participating in multiple missions that are timed, but that would be at the discretion, or mistake, of the player. A final problem would be during squadron play. Would the squad negate the booster, or would it then apply to all in the squad? I guess the same question applies the the boosters that are already being sold. One possible solution is that if the squad leader has it, then he can select multiple missions for the entire squad, but this only works for the squad leader, otherwise the booster has no affect. I think that most players would like that, since only one person would need to actually buy the item, but their progress limits what missions they can use the booster on, making the sales people happy. Another possible solution is that it does not affect squad play -- still single mission -- but the booster timer is put on hold so that it is not wasted.
So to wrap it up, the idea is to be able to do multiple missions for a certain period of time. Most other MMO's already have this in place, and I think it is necessary for Pirate Galaxy to have this as well. It will make the game more enjoyable, and it is an opportunity for the company to make a little more money.
As an example of how this could work, consider the following hypothetical. There are three missions, Swipe Protector Tech, Pillage Stuncharge, and Plunder Enhanced Aim Tech. The first two require the destruction of a Custodian Commander, and the third, the destruction of a Avenger. Currently, if Protector Tech was the active mission, you would get no credit for finding the other two in the course of a fight, even if you found multiple copies before you found the Protector Tech. However, with a "Mission Booster", a player could have all three active, and it would not matter which blueprint was collected first.
Now that the players are convinced, it's time for the sales pitch. Selling it as a booster allows the company to make money, while the players are satisfied because there is less wasted time. It also doesn't affect the way the game plays, like some have claimed, because it functions in a similar way to the Cryonite Booster or the Blueprint Booster. It mildly affects in-game play while making advancement faster for the players willing to spend their gold on the booster.
There are only a few hiccups I can see. One is the affect it would have on the mission dialog box, the one that appears in the menu bar across the top of the screen. It might need to be reformatted so that multiple mission events, and status markers can be displayed. A second would be participating in multiple missions that are timed, but that would be at the discretion, or mistake, of the player. A final problem would be during squadron play. Would the squad negate the booster, or would it then apply to all in the squad? I guess the same question applies the the boosters that are already being sold. One possible solution is that if the squad leader has it, then he can select multiple missions for the entire squad, but this only works for the squad leader, otherwise the booster has no affect. I think that most players would like that, since only one person would need to actually buy the item, but their progress limits what missions they can use the booster on, making the sales people happy. Another possible solution is that it does not affect squad play -- still single mission -- but the booster timer is put on hold so that it is not wasted.
So to wrap it up, the idea is to be able to do multiple missions for a certain period of time. Most other MMO's already have this in place, and I think it is necessary for Pirate Galaxy to have this as well. It will make the game more enjoyable, and it is an opportunity for the company to make a little more money.