[Suggestion] A better mission system


(Adam) #1

So, let’s talk about the mess that is the mission system. QUICK RUN DOWN!

  1. forces me to play gamemodes I don’t want to play
  2. forces me to remove a class from my set
  3. some times over lap, and make easy points
  4. force people into comp, when they are pub players (doesn’t follow suit for me, comp till death)

But let’s talk about my system, and how it will keep players, and make you more money.

Instead of 3 random cards, it should be the earn X exp card. Slot 1 would be a low amount, card 2 would be a med amount, and 3 would be a large amount.

Ex.

Card 1 - Earn 10,000 EXP
Card 2 - Earn 25,000 EXP
Card 3 - Earn 55,000 EXP

Now suddenly players are not forced to play a certain way.

Now suddenly cards are not over lapping, and players feel more of a need to buy load outs / card.

I hope that SD will use this system. -Adam


(JesseKomm) #2

I agree with the first part about how missions shouldn’t require players to do something they do not want to. Problem with your alternative is it can take a very long time to earn those amounts of experience in 3 hours, not to mention not everyone has that kind of time to play each day. It would be better were the reward values tweaked to compensate for that massive amount of experience needed for the third mission.

The issue here is we have a system in place where missions refresh every 3 hours, with this system you propose I feel it’ll be far too boring after a while to just go for experience(While the current missions are annoying you have to admit they do add some variety once in a while). I feel the options could be changed though, maybe between Earn X Amount EXP and Play X Matches of Stopwatch/Objective/Execution(When it is released).

This part has me confused, do you mean with the intention that you need specific loadouts to complete missions?


(DirtyMedal) #3

I think they should add missions like “kill X enemies with explosives” “revive X people” etc.but when I have mission that I don’t like I just delete it and wait for a new one


(JesseKomm) #4

Problem with that is it still promotes you to do something you may not want to, and as well it’s not guaranteed to happen(Which is why Secondary Objective missions need to be removed because they can only be done by one person). You could play medic all day and never get a revive mission done because a Sparks snipes all friendlies first, or you could be super unlucky and never get a kill with explosives. These are things that need to be considered when they make missions and really the current system was the absolute most they can come up with and I see no way to really add more onto it. The only way to make it better honestly is removing some missions as the original post suggested indirectly.


(Adam) #5

I mean since you dont have 2 “join comp” for 500 cards, Credits are no longer this throw around cerrency. It still has a low value, but it’s not as low as it is with the overlap.

OMG! ME TOO! cards like “play as a merc you don’t play” or “Play objective mode”.


(JesseKomm) #6

[quote=“Adam;76943”][quote=“JesseKomm;76919”]

This part has me confused, do you mean with the intention that you need specific loadouts to complete missions?

[/quote]

I mean since you dont have 2 “join comp” for 500 cards, Credits are no longer this throw around cerrency. It still has a low value, but it’s not as low as it is with the overlap.[/quote]
I think I see where my confusion is stemming from, you’re saying “card” for a lot of things, typically I associate card with loadouts, while here you’ve used it to describe both missions and their rewards.


(Adam) #7

[quote=“JesseKomm;76947”][quote=“Adam;76943”][quote=“JesseKomm;76919”]

This part has me confused, do you mean with the intention that you need specific loadouts to complete missions?

[/quote]

I mean since you dont have 2 “join comp” for 500 cards, Credits are no longer this throw around cerrency. It still has a low value, but it’s not as low as it is with the overlap.[/quote]
I think I see where my confusion is stemming from, you’re saying “card” for a lot of things, typically I associate card with loadouts, while here you’ve used it to describe both missions and their rewards.
[/quote]

Now suddenly cards are not over lapping, and players feel more of a need to buy load outs / cases.

Sorry, fixed


(frolicsomeCrane) #8

I don’t think you realize how much 55k xp actually is. Even for the games I’m steamrolling in, I can barely get close to 15k in obj mode if it lasts for the whole 15 minutes.


(Adam) #9

It was an example…


(dariodelvoije) #10

I think the best way of handling the missions would be the way @ditzyMedal suggested, add things like revive X amount of people, supply X amount of people with ammo, deliver X amount of objectives, arm X amount of objectives etc. This way it will be a good incentive for people to play the objective and support the team with whatever merc of a class they want.


(JesseKomm) #11

Problem with that is you then have teams competing internally for their own gain instead of helping their team out of the necessity of the game. It’s also not very consistent to do such things(Delivering objectives is an absolute no-no as only one to two people can do that per MATCH, and that can be extremely annoying). X revives and X ammo supplies also requires players to be specific mercs which might take away from their enjoyment of the game and in that case it would be better to just keep Support XP missions so they can at least choose how they wish to earn it.

Missions should not be something people compete against for progress, missions should also not require specific merc roles to be played in order to fulfill. With that removed we are left with such options as: Earn X Game Mode XP, Earn X Total XP, Play X Matches in Stopwatch/Objective or Execution(Stopwatch and Objective should be grouped together since they are quite basically the same thing and currently Execution isn’t available).


(RyePanda) #12

I’m fine with the current system as long as they remove all missions regarding competitive and tweak the secondary objective missions to include disarming a secondary objective C4.


(SteelMailbox) #13

Don’t forget destroy.


(RyePanda) #14

Don’t forget destroy.[/quote]

I believe if you destroy a secondary objective it counts, however, sometimes the game will just not count your secondary objectives even if you did repair or destroy something.


(SteelMailbox) #15

Don’t forget destroy.[/quote]

I believe if you destroy a secondary objective it counts, however, sometimes the game will just not count your secondary objectives even if you did repair or destroy something.
[/quote]

I destroyed 4 times in one game, didn’t count one of em.


(dariodelvoije) #16

@steelMailbox yeah those are pretty buggy, I believe it doesnt count if there is already damage done to it. So if someone damages it in any way, you arm the c4 and destroy it it wont count because you didnt do the full amount of damage. I also believe disarming doesnt count at all, but that might work the same way.


(dariodelvoije) #17

@JesseKomm yeah you might be right on that, I do think they could add a little more variety to the missions. Mayby add something like get x amount of explosive kills or just x amount of kills like ditzymedal said or figure something else out to add to it. I dont think they will take missions out that require you to use a specific merc, because that incentivises people to use the free rotation merc and eventually buy them because they like them.


(CCP115) #18

Current mission system is fine. My only gripe is 3 hours is a bit short. Yea you heard me, short.

It takes me around 1 and a half hours to complete missions, assuming they’re easy enough. That leaves me with about 1 and a half hours to play freely who I want, without being shoehorned into a specific role. Regardless, I still get shoehorned into a medic role because pub matches.

I was thinking maybe 5 hours, and with a higher chance to get 1k credit missions.

Also the only thing that needs changing are some of the missions themselves.

-Not a lot of people like the competitive missions
-Noone really likes the “Complete X side objectives” though I have heard the elevator counts as a side objective…


(JesseKomm) #19

[quote=“CCP115;77111”]Current mission system is fine. My only gripe is 3 hours is a bit short. Yea you heard me, short.

It takes me around 1 and a half hours to complete missions, assuming they’re easy enough. That leaves me with about 1 and a half hours to play freely who I want, without being shoehorned into a specific role. Regardless, I still get shoehorned into a medic role because pub matches.

I was thinking maybe 5 hours, and with a higher chance to get 1k credit missions.

Also the only thing that needs changing are some of the missions themselves.

-Not a lot of people like the competitive missions
-Noone really likes the “Complete X side objectives” though I have heard the elevator counts as a side objective…[/quote]

Elevators do count towards secondary objectives. And the system isn’t really fine, as you said you’re left with one and a half hours to play “freely”, with a better system you would be able to play freely all the time without having to switch out mercs or focus on a specific role. You’d be allowed to enjoy the game to it’s fullest.

As well, increasing the time would affect a lot of people who may not have long to play the game and in it’s current set up of three missions every three hours we’re left with a 1:1 24 missions per 24 hours which is a fair amount(Even at lowest tier were you to complete every mission in a full day that would be 12,000 credits).


(Mister__Wiggles) #20

Merc specific mission are a pain in the ass and I think they shouldn’t force you to play a merc you are uncomfortable with. Maybe introduce a system in future that will base your missions of your personal stats. Getting 6000xp for combat is hard for a new player but for someone that is experienced it is easy, maybe for the more experienced player make it 12000+xp and increase the reward. This would fix the missions and also make your level in pubs finally mean something, higher more skilled players should be rewarded more. This pushes the community to want to get better and it will overall improve the competition in the game. Now I’m not saying new players should be punished, quite the opposite actually. Tailored missions should work for them as well, maybe up until level 5 they should get a free equipment case for certain missions, improve their chances of getting decent cards early on, this would be more rewarding for newbie players than credits imo. Just my two cents though.