Because some them might be too much work to implement by patching?
1. Very Easy. In the store menu an indicator of how many units if an item you already have, on the buy screen.
2. Mostly easy? 'Unique' planet missions. "Investigating an SLDF scrapyard", "Scans show a crashsite here we didn't see mentioned in the local datanet", things like that where isn't necessarily a contract but just something the player can investigate. Maybe it just costs time, maybe your movements atttacts local pirates, maybe it's on Hunter's World and the wildlife is a concern.
But these missions would be fixed to 'their' planet, maybe gated behind how well the Argo is equipped for exploration, you wouldn't be able to generate a new one by just repeatedly jumping to a system.
3. Almost easy? 'Leveling' planets. By doing certain missions - clearing out bandits, reclaiming factories, stuff from 2. etc. - the player levels a systems. This achieves two things. One, it expands the store selection by making the system economy better and two, unlocks better missions, i.o.w. the local pirates start using better kit hence the contracts get more lucrative.
4. Medium? 'Politics'. Do enough missions for the Magistry on independent Planet X and you may be asked to take part in the glorious liberation of Planet X. Obviously more dangerous when done vs House-held systems.
5. Bit Hard?. ASF combat. Because why fight pirates on the ground when you can capture their jumpship...
6. Very Hard?. WarShips. I'm sure we can find some wreck that isn't gone enough that Farah can't work her magic. Obviously not something happening before the very endgame unless the player is insanely lucky.
7. Easy? A New game+ mode. As those traditionally come with a hefty increase in difficulty maybe 6. moves up in importance.
8. Medium?. Replayability. Randomize what 2. and 3. do for any given planet per playthrough
A consequence of being lucky at 2. and 3. should be that certain weapons (Gauss, Pulse lasers) can be reproduced again.
1. Very Easy. In the store menu an indicator of how many units if an item you already have, on the buy screen.
2. Mostly easy? 'Unique' planet missions. "Investigating an SLDF scrapyard", "Scans show a crashsite here we didn't see mentioned in the local datanet", things like that where isn't necessarily a contract but just something the player can investigate. Maybe it just costs time, maybe your movements atttacts local pirates, maybe it's on Hunter's World and the wildlife is a concern.
But these missions would be fixed to 'their' planet, maybe gated behind how well the Argo is equipped for exploration, you wouldn't be able to generate a new one by just repeatedly jumping to a system.
3. Almost easy? 'Leveling' planets. By doing certain missions - clearing out bandits, reclaiming factories, stuff from 2. etc. - the player levels a systems. This achieves two things. One, it expands the store selection by making the system economy better and two, unlocks better missions, i.o.w. the local pirates start using better kit hence the contracts get more lucrative.
4. Medium? 'Politics'. Do enough missions for the Magistry on independent Planet X and you may be asked to take part in the glorious liberation of Planet X. Obviously more dangerous when done vs House-held systems.
5. Bit Hard?. ASF combat. Because why fight pirates on the ground when you can capture their jumpship...
6. Very Hard?. WarShips. I'm sure we can find some wreck that isn't gone enough that Farah can't work her magic. Obviously not something happening before the very endgame unless the player is insanely lucky.
7. Easy? A New game+ mode. As those traditionally come with a hefty increase in difficulty maybe 6. moves up in importance.
8. Medium?. Replayability. Randomize what 2. and 3. do for any given planet per playthrough
A consequence of being lucky at 2. and 3. should be that certain weapons (Gauss, Pulse lasers) can be reproduced again.
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