You said we don't factor the rewards in based on the distance yet. Does that mean it's something we're considering?
TL;DRDistance-based rewards aren't in yet; a separate economy team sets rewards after mission designers set difficulty, and they hope a dynamic mission system will make this easier, while still exploring ways to measure difficulty.
Yeah. It would have to be Tony that would elaborate on this. But yeah, there's his dynamic mission system, the economy-driven thing.
There's the mission feature team, which designs missions and the content of missions. And then there's the economy team, the folks who are building the economy of the Stanton system and then, of course, of the Star Citizen persistent universe as a whole. When we showcased the 890 hijack mission gameplay on ISC a couple weeks ago, there were a lot of comments about the mission rewards up there, but those were filler numbers. An entire different team factors in the rewards later on down the line. You don't need to know the reward when you're designing the mission.
Yeah, exactly. We start out with a difficulty. We're aiming for it to be this difficult and therefore maybe shared between this many players, and then we'll give the economy team that information. But they have a very difficult job to do, because we throw in so many of these missions and we give them this vague 'we think it's this hard', but really it only comes to feedback from the backers playing it, like 'this isn't paying enough', and so they'll go and take another look at those. Again, because some of our systems are so early on, they'll have to change the number for every mission individually. We aren't at that point yet; this is why we need Tony's system to come along and make this so much more easy for them and us. We're also exploring different ways of defining difficulty, because that's very difficult to do. So, for instance, AI made a change a while ago that made ship AI much better at being able to shoot with fixed weapons. So suddenly, I forget which ship it was, one of the 300 series, which was an easy ship, became harder to kill, because it was so quick and so accurate, than a Cutlass. And we say Cutlass, we'll say that's medium because it's big and it's got two sets of people shooting from it. And it just isn't the case anymore. And that's dynamic. That changed right underneath us. So we're in talks now: how do we set up, maybe, one computer there making these things just fight, Deadliest Warrior style, a thousand times, and tell us dynamically, every now and again, every release, what is actually a difficult ship?