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A lot of the missions are Procedurally Generated (or work through that system). Does CIG plan to have fully hand-made story missions in the Persistent Universe in addition to all of that PG content?

TL;DRYes, they plan hand-made story-style missions, with organisations, reputation, mission chains and investigation-style missions with moral choices, though the closest current example is still quite basic.

Yes, they plan to, especially with mission givers, considering that they want them to stand out, be special, and have mission chains. They really want to start focusing now on "organisations" within the game that Players work for and build up a reputation with, where that rep' then opens up different missions for those "orgs" (these "organisations" sound kinda like the "guilds" that have been mentioned before, such as a Bounty Hunter guild that you have to gain rep' to enter, and then also to get better and better missions from the guild - not to be confused with Organisations which are Player-made and Player-run, like Clans and Guilds in other MMOs). Additionally, working for one mission giver could cause the Player to accrue negative rep' with another mission giver who's opposed to the former. Luke references a question asking about the P.I. Wanted mission, and whether they'll create more missions like that. He says that's the closest he can think of to a "story mission" and that even that mission is quite basic, but they'd really like to take the notion of there being a big story arc existing within that station (Covalex, which orbits Crusader's moon Cellin I think? They might've moved it; I haven't been their for a while), where you go to it to do that one thing, but on the way the Player finds multiple smaller story arcs, and then once the main mission is done, they've actually unlocked more procedural missions - this makes it so that a location isn't built just for one specific mission. He adds that Elliot's been looking into what they can do to maybe take something like the P.I. Wanted mission and use it as a basis [for other missions], and learn more about the Building Blocks and what they can do there. Elliot expands on this, saying that they wanted to make more of a web so that it can be harder for the Player, but if they have good investigation skills "they'll be able to hopefully find it". They want to include extra things, such as when you're doing the mission and you're finding info, you could get contacted by someone requesting that certain people get "thrown under the bus" and they'll pay the Player more for that, thus creating moral choices and dilemmas. They're also looking at other ways it can be improved, because right now they have data-pads floating about, and they're looking at systems they can use to make the mission more immersive for Players (so in-world things, like email systems). Luke adds that they want to give the Players enough information for them to go through and figure things out, and also allow Players to decide which information is handed-in at the end, which would allow for those situations where maybe an NPC contacted the Player saying "make this person look guilty" or the opposite, and the Player can then release information from their investigation that shows that, or not.

Star Citizen Live›Mission Features·
Published on this date.2 Aug 2019