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The missions we have at the moment are quite simple, but they represent only a small set of features that missions will eventually be able to have. For example, we're working on systems at the moment to allow missions to interact with vehicles (e.g. to trigger a boat sinking or activate an airlock), and to make branching missions possible (you might get a different set of objectives depending on whether or not you rescue all survivors or leave some behind, or a mission with multiple endings). There's a lot of room to improve career mode, and it will come in time.
While it is true that with current technology and the way the game is set up it would become extremely complicated to generate procedural missions, my personal question was aimed more towards a pseudo-procedural missions, which have a number of criteria which get picked from a population of choices for a few of its steps. This will keep the direction you want the game to go to and, at the same time, will allow for doing seemingly the same mission with different steps and objectives.
Sorry for any confusion I may have caused regarding the "procedural" aspect.
I am sure people understand that this is just an early access stage and the game is extremely far from polished. That being said, the fact that you have a large amount of components, allowing for complex creations is probably what causes the confusion of people expecting a fleshed out career mode.
My personal opinion is that the old version of the mission system (with the repatability) was more enjoyable due to the included "unlocking" of components through missions. If you mix the aforementioned pseudo-procedural mission generation with this, the career mode will immediately become more enjoyable for the people who want to play it.
Until such a thing happens, I guess we will just stick with creating our own missions and hoping members of the community will share theirs on the workshop :)
Same here. I was quite happy with repeating missions, it was also more about the development of unlocking new items and slowlng creating new vehicles to make the missions easier and quicker for me to complete.
Something we want to do with the missions in the future is giving them more narrative such as named characters that persist between them. It would be good to hear some thoughts on whether or not you think adding more story elements to missions would improve them, and if so, how it might affect immersion if for example a specific character has died or their story has ended but their missions repeat anyway.
Maybe we have some repeat and some not. We were discussing on the discord the possibility of setting random spawn points for mission objects like in the Arma 3 editor, so you could replay the same mission but potentially have it be slightly different each time (perhaps a good compromise for procedural missions).
I totally agree this. It's something like a space combat sim. I prefer career mode than creative mode. Collecting parts one by one is very fun and rewarding.
For most of the people all the games including "block"-building are just a playground for creating stuff, not really reading a story and immersing in it.
That being said, what people proposed just above this post sounds like a good middle-ground to look into, if it is a direction you would want to take with the game's career mode - "main" story missions, with fixed objectives, characters, narrative, whatever you feel like(perhaps some of these NPCs could get saved/perish and this would impact whether or not you would have access to a piece of land or base), along with semi-procedural repeatable missions which generate based on weather conditions and time elapsed from last one generated / mission spawn locations like the Arma 3 idea you have.
We've made the missions repeatable again in the next patch. They will only start to repeat when the mission system fails to spawn any new missions for 2 in-game weeks. So in most cases, you should get unique missions that you haven't seen before, but once there are none left it will reset and they will all start to spawn randomly again. This is pretty much how the old system worked, with the only real difference being that there should be a more even distribution of missions that respawn instead of it being fully random. This will be in patch v0.2.9 which will go out sometime this week.
We'll likely look at having story missions as an extension to the new system sometime further down the line. And of course, expect more official mission content in the next few weeks too!
I’m happy to hear that. You should adopt also good user-created missions as side missions.
I agree with Agent Jody Highroller, I'm personally interested mainly in more logistical missions with environmental challenges/hazards that require you to think more about the design of a vehicle, or find a creative solution to the problem. I think there's still room for those sorts of missions to have story as well though. Stories in the world wouldn't necessarily be huge movie plots, but you could have say a specific NPC who is asking you to salvage different parts of a ship, culminating in a mission to tow the reassembled ship somewhere.