When will be able to play missions as a group in the persistent universe?
TL;DRSome co-op missions exist now but are buggy; short term they're building player-created contracts like distress and bounties, and longer term players should be able to share and re-advertise missions.
I guess first I want to say there are missions currently in there in 3.0 which you can play kind of co-op. They're either not fun or some of them are not even accessible due to the bugs that are on there at the moment. But generally, in the short term, we are working on the back end for getting players to be able to transfer funds and make their own player-created contracts. Simple ones like, I'll give you an example, distress. Like a distress emergency rescue kind of thing. If you get lost, your craft gets blown up, you can put out a distress, put you as a little marker, if people accept your mission, with a reward that you can set yourself. Another example would be like a bounty mission. I don't like this guy, I'm going to put money on his head. And that's a mission that other players can accept.
This sounds like something Todd mentioned last week called the service beacon system.
Yeah, that's the service beacon. So we are actively now working on the back end for that. So I'd say longer term, though, if you want to play missions together, you'll be able to accept, like, one player accepts a mission, it doesn't matter what mission it is, you can then share that with friends. Or say he takes a mission that says it requires two people, but maybe it says it usually needs about four people, right? So you can just get your best mate to come and help you out. And if you two are great pilots, say, and you know you're going to really easily win this mission, and just take a bigger cut than if you were to play with four players, you can do that. Or if you've only got one friend, and you want four people because you know you're not that good, you can kind of re-advertise that on the job board, on the contract manager app, and let other players accept the other roles. And what I like about that is it leaves all the management up to the player, because right now the missions that we have in there that are co-op, we have these kind of arbitrary timers on there, and the timer is there just to say, okay, these are the two people who have accepted the mission, but they haven't shown up at the mission start. We can't expect the people who are there to wait for much longer than this. So, arbitrary timer, boom, they're gone, the mission starts. But obviously, if it's left to the player, he can wait as long as he wants. He can get tired and just say, screw it, we're doing it, just us two. And for me, that's a lot more freeing as a designer. I don't have to be so restrictive, but it's freeing for the player because it's all down to him then.