Mission Briefing Indicates Jump Limit

Have an idea or suggestion for PULSAR: Lost Colony? Post it here!


  • It would be great if (via narrative) a mission briefing indicates that the mission has a jump-limit involved. That would help with decision-making about which missions to take.

    And, if that gets implemented, then more missions could have narrative impetus for consideration that makes ethical decisions more difficult.

    For example:

    Offered a mission to stop a ship that's harassing supply ships. Need to complete within 10 jumps.

    Within that time, offered a mission to get medicine to a planet for a dying population within 5 jumps.

    Within that time, to where it isn't possible to complete all of these, need to submit to a cargo inspection.

    And so on and so forth.
     
    mrsandman321
     
    Posts: 36
    Joined: Thu May 18, 2017 9:39 am



  • We could look into including the jump limit in the mission briefing. We'll discuss it among the team. If we decide to add it, it might not be something we implement until a balancing pass when we consider the difficulty/rewards of all the missions, as the jump limits may change and the briefing text is manually input.

    Most of the pickup missions are designed to block other pickup missions so players aren't overloaded, as missions are somewhat randomly assigned. However, we could add some missions that override this restriction like you described. It could certainly introduce some complex decision making, so long as the penalties for failing to meet a deadline aren't too steep. We'll consider it, thank you for the suggestions!
     
    Edinstein
    Leafy Developer
    User avatar
     
    Posts: 864
    Joined: Sun Sep 08, 2013 10:39 pm



  • Thanks for that insight!

    As it currently stands, at least in our experience, if we get a pickup mission, it takes us forever to get there because by the time we can get ourselves to a warp gate, we've been given tons of missions via long-range comms that have jump limits and therefore delay our getting to the pickup mission (especially when they are really far away).

    We love how busy it keeps us! So we don't necessarily want the frequency of missions to decrease, but having some more information so we can make better decisions (including when to decline, which we rarely do) would help.

    I guess, if there's a possibility to add some more information to mission briefings some more information could be helpful:

    Jump limits
    An ability to see on the map where the mission is
    Potential impact on reputations
    Credits (that's already included, but maybe this can become a range depending on factors)

    All of this would make for a much more engaging time for the Captain to make plans, or for the crew to discuss. Analogously, I love when we are comparing stats on ship components because everyone can share their opinion on what priorities we have.
     
    mrsandman321
     
    Posts: 36
    Joined: Thu May 18, 2017 9:39 am



  • Thank you for the suggestions! We can look into adding more of that information to the mission briefings.
     
    Edinstein
    Leafy Developer
    User avatar
     
    Posts: 864
    Joined: Sun Sep 08, 2013 10:39 pm



Return to Your Suggestions




Information
  • Who is online
  • Users browsing this forum: No registered users and 3 guests