Ranger Archive
Thread: Idea: Player created missions
Page 1 of 1
DaveG
Sat Jan 15, 2005 7:23 pm
#1
Just had a flash of inspiration hit me. A while ago people were talking about refining the explorer terminals to give missions that were useful to rangers who may or may not be hunting for resources. "Hunting Terminals".
Well, all the missions we get on the terminals are not just instructions, they contain messages and stories from ficticious characters. Well, how about we have a mission terminal where people can not only accept missions, but post missions for others. Kind of think of it as a mission terminal / vendor hybrid.
A crafter (most common example I'd expect) would go to one of these terminals and sets up what resource they want, how much they will pay per unit, and what is the maximum amount they'll accept. At this point, does the crafter just give a generic class of resource required (like "wooly hide" or "herbivore meat", etc). Or do they specify where the resource should come from too? In which case, should the terminals form a galaxy-wide network, or should they just be local (Example: you want Yavinian Wooly, you go to Yavin to place the request/mission). Perhaps they could mimick the bazaars in this way. As for the crafter collecting the resources that hunters have been brought in, it would probably be best to keep it like a vendor.
I'm not sure how a hunter would accept such a mission. Would they accept the mission up-front, effectively forming a contract with the crafter that they'll deliver X amount of resource in Y amount of time. Or do they read up on the terminals what is in demand, then collect it independently, then return to the terminal to drop off the resource, and hope that the contractor takes your wares.
There reasons for doing this are:
- It'll help new crafters who don't/can't have vendors.
- It'll increase community communication and hence relieve dependence on using forums for finding out what's in demand.
- It will promote dynamic, player driven, game content.
This is a new idea on my part, and I obviously haven't thought it all through. So, if you can see the potential in this, please help me develop this.
Message Edited by DaveG on 01-16-2005 04:28 PM
Bethya
Sun Jan 16, 2005 2:48 am
#2
I like it, Dave. While the forums are fine, they are not in-game and therefore not everyone can be guaranteed to find them. An in-game mission terminal for such things would be very useful. I would say that the person should accept the mission but that the giver of the mission could specify whether they are looking for one person to do this job or multiple people. If a single person, it disappears on acceptance. If not, it doesn't.
Combat_Medic_to_be
Sun Jan 16, 2005 3:39 am
#3
Very nice idea. I like it alot. Personally I think the missions should be acceptable by any number of people with a counter of how many people had accepted it set up so that when choosing missions you can see how many people have allready taken it and therefore what your competition is. Once enough resource is offered to give the mission giver his or her set target all takers of the mission are notified via email and the mission disapears from the datapad. There should also be an option to have no limit on the amount of resource offered however a timer should be put in place so that people dont leave missions on there for really old spawns. Say, 5 days after the spawn they are after phases out. If they were just looking for something generic like wooly hide or bone then it could remain indefinately. 5 stars for you.
I'd love to see this implemented as a ranger only terminal. Could have a similar system for mineable resources.
I'd love to see this implemented as a ranger only terminal. Could have a similar system for mineable resources.
JBMat
Sun Jan 16, 2005 4:54 am
#4
Good idea. From our point of view it would be a monkey maker.
But --
Joe the crafter type wants 50k of Tatooine avian and will pay 10cpu. Bob the newbie Scout type takes the mission, not realizing this will take most of his natural life to fulfill - if not longer. Yeah, anyone with any experience would run from this mission - but what happens to the guy who takes it? Can he drop it? If so, is it "dead" or does it get reposted? Can I take part of the mission - say 5k worth?
Right now the best idea for a new crafter is to get in a guild and ask for help. I gifted boo coo hides, metal, fiber to a struggling Tailor/Artisan the other day. She's a guildie, and we have the mutual understanding I will get some free stuff down the road and she will never ever never make the unmentionable garment we all hate.
We all know the explorer terms are semi- broke. Unless you can get missions for the animal and group with 3 others and do the missions fast and view the explorer pay as a bonus, why bother? Kill 45 tortur bulls = 10-15 missions @ 6k per for a measly 9k payout --- d'oh, not worth my time.
I like the idea, but maybe limit it to generic resources under a set amount. (I will pay 3cpu for wooly hide and need 5k of it)
JB
Tarnak_Archvold
Sun Jan 16, 2005 2:16 pm
#5
This idea have been postern before but on the merchant board. Of cause, there it was geared so that only merchants could create the mission but anyone could take them.
The purpose for implementing such "missions" should be for crafters to stop standing at the starport yelling "will pay 30 cpu for the current Naboo carnivore meat ([insert name]]" and the like.
As such anyone should be able to take the missions, or they would still be standing there yelling so the duel master combatants with novice scout could hear them as well.
I do not think it should be as a mission tough. If it was listed on a bazaar type terminal, where the scouts/rangers could go se what was available. Preferable the list would be sorted by CPU so that we would se what paid the most first. Then they could go hunt. When they came back, they could use the terminal again, and then choose the offer they wished to fill, and then have the filter applied to thair inventory so they could select the stack of resources they wanted sell.
As for making missions, it would be better for us if everyone could post, likewise it would remove another reason for AFK spaming. The system might as well be implemented for all stackable resources from the start, it would not take much more coding to do so and it would aid a bigger segment of the player base an thus be more attractive for the DEV's to implement.
The Data inputted by the buyer would be 1) A dropdown list of resource types as per survey tool, with an added creature resources. 2) A sup-type drop down list. 3) Another sup-type drop down list. 4) A planet/ 3rd sup-type dropdown list. 5) A possible specific name for the resource. 6) The CPU to be paid. 7) The amount to be bought. 8) and minimum stack size.
For example: Creature Resources > Hide > Wolly > Tatoine > [left blank] > 10 > 10.000 > 1000
Or : Mineral > Metal > Steel > Ditanium > [Insert name of current] > 15 >10.000 > 1
The purpose for implementing such "missions" should be for crafters to stop standing at the starport yelling "will pay 30 cpu for the current Naboo carnivore meat ([insert name]]" and the like.
As such anyone should be able to take the missions, or they would still be standing there yelling so the duel master combatants with novice scout could hear them as well.
I do not think it should be as a mission tough. If it was listed on a bazaar type terminal, where the scouts/rangers could go se what was available. Preferable the list would be sorted by CPU so that we would se what paid the most first. Then they could go hunt. When they came back, they could use the terminal again, and then choose the offer they wished to fill, and then have the filter applied to thair inventory so they could select the stack of resources they wanted sell.
As for making missions, it would be better for us if everyone could post, likewise it would remove another reason for AFK spaming. The system might as well be implemented for all stackable resources from the start, it would not take much more coding to do so and it would aid a bigger segment of the player base an thus be more attractive for the DEV's to implement.
The Data inputted by the buyer would be 1) A dropdown list of resource types as per survey tool, with an added creature resources. 2) A sup-type drop down list. 3) Another sup-type drop down list. 4) A planet/ 3rd sup-type dropdown list. 5) A possible specific name for the resource. 6) The CPU to be paid. 7) The amount to be bought. 8) and minimum stack size.
For example: Creature Resources > Hide > Wolly > Tatoine > [left blank] > 10 > 10.000 > 1000
Or : Mineral > Metal > Steel > Ditanium > [Insert name of current] > 15 >10.000 > 1
shilo2
Sun Jan 16, 2005 2:52 pm
#6
This is a really good idea. I think that people are wanting a total gamplay revamp, not just for SWG. but for ALL mmorpg's.
It should be a dynamic, living, player-run gameplay. Where players make missions, and can hire people as apprentices, so for example when you fill all of the needed boxes, and theres only the Master whatever left. Instead of teaching people to get AP to get the master title. You must take a novice in your field, and take them under your wing, they must fill one tree, under your guidance untill you become a true Master.
I like the idea of Player made missions.
But it should work like this
Mission giver
-------------
billyjo
Mission Info:
----------------
I need 20k of Yavin scaley hide at 20cpu,
Amount Completed
----------------
15/20k units
Players successfully paid
-------------------------
bob 2k units
Ivan 1k units
Shilo 10k units
lucy 2k units
It should be a dynamic, living, player-run gameplay. Where players make missions, and can hire people as apprentices, so for example when you fill all of the needed boxes, and theres only the Master whatever left. Instead of teaching people to get AP to get the master title. You must take a novice in your field, and take them under your wing, they must fill one tree, under your guidance untill you become a true Master.
I like the idea of Player made missions.
But it should work like this
Mission giver
-------------
billyjo
Mission Info:
----------------
I need 20k of Yavin scaley hide at 20cpu,
Amount Completed
----------------
15/20k units
Players successfully paid
-------------------------
bob 2k units
Ivan 1k units
Shilo 10k units
lucy 2k units
Message Edited by shilo2 on 01-16-2005 01:53 PM
Message Edited by shilo2 on 01-16-2005 01:54 PM
Nemo0
Sun Jan 16, 2005 6:14 pm
#7
shilo2 wrote:
...
It should be a dynamic, living, player-run gameplay. Where players make missions, and can hire people as apprentices, so for example when you fill all of the needed boxes, and theres only the Master whatever left. Instead of teaching people to get AP to get the master title. You must take a novice in your field, and take them under your wing, they must fill one tree, under your guidance untill you become a true Master.
...
Just so you know, this was sort of a design goal for SWG at one point but was removed to let players have a bit more freedom (and for sanity's sake). Higher level crafters used to lose access to the lower level schematics so they would have to deal with the lower level crafters for stuff (by used to, I mean in the design phase). The apprentice xp is meant to encourage such gameplay as well.
As for the missions, I'm not sure if "mission" is the right word for it. This would almost be a reverse bazaar. I seem to remember an old thread discussing something like this (Creature Resource Terminal or something similar). This sort of thing would be quite nice to have but I wouldn't really consider them proper missions. For me, player run missions are best with some sort of story involved. Without that sort of customization, it is probably best being called something like a "resource trade terminal". But it still would be a very nice tool (and player story missions are unlikely to ever take this form as it would be too hard to moderate).
DaveG
Tue Jan 18, 2005 7:59 am
#10
Thanks for input, I'm reading the other thread, and I'm thinking it over still.
Page 1 of 1