Make Certain Factions More Valid for Mission Running pt2

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  • Raised by: Erik Finnegan
  • Submission Date: 31-05-2009
  • Issue ID: ...

Summary

Currently, certain factions are preferable to run missions for than others. The Caldari have always had the most combat-orientated agents as well as the best mission-hubs with several of these high-quality agents closely together. This has gradually caused the playerbase to clog up these mission hubs.

Recently, CCP has added several high-quality Level 4 agents to the game. However, instead of making non-Caldari factions more valid for mission-running, almost all of these agents were Caldari agents, with the non-Caldari agents being clearly inferior to the Caldari ones. The most problematic faction, the Amarr, did not receive new agents at all. This will only accomplish the opposite effect as CCP has intended, more people leaving their factions to run missions for Caldari, because they clearly have the best agents.

Another consequence of the mission hubs is that players can afford to repeatedly reject any mission they please and move on to the next agent, circumventing the inconvenience of the 4-hour rejection timer. This leads to cherry-picking the most profitable missions and is one of the reasons why players may be generating way more ISK from Level 4 missions than CCP intended. CCP may want to consider breaking up the large hubs and putting some considerable distance between the highest-quality agents.

Another frequent request is adding a station for the Interbus faction so this faction offers storylines and acquired loyalty points can be spent. This immediately makes a currently un-used faction a viable choice for mission runners.

In addition, the low-sec and 0.0 pirate factions should have more incentives added to run missions for them, for example, Mordus Legion only has presence in one system and no special loyalty point offers, and the Intaki Syndicate doesn't have much going for it either as they lack special faction ships. CCP should also consider an additional boost to loyalty points generated in low-security space and 0.0 or other incentives to offset the risk.

An additional problem is the negative faction standing modifier associated with some of the factions. This is a serious problem for the pirate factions, which need some extra incentives to cope with this inconvenience, and suffer from the additional problem that Blood Raiders, Sansha and Guristas are not recoverable once they drop below -5. Thukker Tribe also has a pretty bad standing matrix, and the Amarr Empire has the worst standing matrix of the 4 large Empire Factions, hardly raising other factions while lowering others considerably.

Solution

  • More agents for non-Caldari factions
    • Pros
      • Gives players more of a choice who to run missions for
      • Spreads out playerbase more
    • Cons
      • Mission system and agent qualities as a whole needs a good look
      • Whining from the anti-carebear crowd
  • Break up the Caldari mission hubs
    • Pros
      • Less players cluttered in one place
      • Prevents cherry-picking
    • Cons
      • Whining from the mission runner crowd
  • More rewards and incentives for low-sec missions
    • Pros
      • More people will consider running missions there
      • Rewards the players that want to take risks
    • Cons
      • Concern for alliances or other large player organizations monopolizing the agents and generating disproportionate amounts of ISK while not being at much of a risk
  • Review the standings matrix
    • Pros
      • More incentives to run missions for some of the least-used factions
    • Cons
      • Keep an eye on the roleplaying and storyline aspects

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