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Where do missions start from?

TL;DRMissions start from the needs of a release, such as a new mission giver or location plus its lore; this one tried gifting a ship, and the original idea fell through for lack of required features.

Luke PressleyLead Designer, Mission Feature Team

So when we come to plan for a release, we may have a mission giver for a start, or we'll have a new location, and that obviously entails us coming up with a mission for them, or a mission that suits the lore of that location. Tecia Pacheco in this case. We decided to reuse the underground facility for that location because we hadn't used them enough, basically.

Gareth BournMission Designer

Yeah, it's nice to make another variant.

Luke PressleyLead Designer, Mission Feature Team

Yeah, and we're putting more effort into those as well as we speak, actually, making some more entrances into them. So we get the requirements, like you need to make a mission for Tecia Pacheco. We get the lore for Tecia Pacheco: who she is, what she does. She works for the Antari Company, which is like this kind of cartel, but is also a shady business, I think, as well. And they're trying to move into Stanton and push out all the other competitors. Obviously drugs is just one part of the criminal empire. Trying to be clever with it as well.

We always, when it comes to mission givers, there's an excuse to really experiment and try and do something new. The thing we tried to do new in this mission was to gift the player a ship. In the future, we want to properly gift them for the duration of missions, so they go and use all the systems that they currently are used to, like go to an ASOP terminal, and they'll find it gifted in there, and then we use all those systems.

Luke PressleyLead Designer, Mission Feature Team

It's a great opportunity to go all out because you want the mission givers to feel special.

Luke PressleyLead Designer, Mission Feature Team

Yeah, exactly. We get a little extra support on these guys, so we try and do something different. So in this case, another thing we wanted to do is give them a ship. So we thought up a mission where they'd stolen a ship from the Nine Tails and they wanted you to take that to Klim, who's another mission giver, and he's a drug dealer. So you've got the Nine Tails and Klim who are at odds, competitors in the drug trade, and kind of frame the Nine Tails, or kind of start a small turf war between these two while the Antari Company moves in over the top. We really wanted to sell that these guys are not scrapping on the street.

Gareth BournMission Designer

Yeah, really sort of a cartel feel behind closed doors.

Luke PressleyLead Designer, Mission Feature Team

But unfortunately, that would have needed several things that we didn't have. I forget now exactly what the issue was there, but that didn't pan out, unfortunately. So we then thought, what can we do that allows them to have this ship and use all these drug packages we found? Because we also realized that criminals, or the unlawful, as it were, didn't have enough to do when it came to trading. There was literally just, I think, WiDoW. Maybe one or two.

Gareth BournMission Designer

I think it was WiDoW, yeah. Just WiDoW to trade.

Luke PressleyLead Designer, Mission Feature Team

So I'd gone, we need more. We need all these other drugs. So we put some effort into those. We'd gotten them made to be destructible, because I had an idea we might use it like this. I didn't ever think we'd use it to this extreme when I was asking for those assets.

Luke PressleyLead Designer, Mission Feature Team

You were like, put some drugs in here. And then you came to my screen, you're like, that's a lot of drugs.

Luke PressleyLead Designer, Mission Feature Team

It turns out you need a lot of drugs if you want to hide one package in there.

Star Citizen Live›Pacheco Mission·
Published on this date.26 Apr 2019