Topic: New assignments
This game needs more assignments and a better delivery system. Clicking through a list gets tedious, and doing them gets even more tedious. The whole thing needs to be worked on.
I'm thinking player made missions that can either be posted to a terminal or created as a data disk that can then be traded to an agent.
transportation missions:
Any player/corp leader puts together a package of real goods, market value of package is then calculated, and a percentage of said packages value is charged as a fee to the package creator. A destination is also set. Created packages get listed in some window that allows, at the click of a button, the creator to put the package and destination on the market for anyone to pick up as a transportation mission.
Players will be able to transport the package to the designated destination and collect a portion of the fee. Levels of difficulty scale with the value of the fee.
If the transporting player dies while in possession of the package, it's contents will not be lost. It will just be placed back on the market for another player to grab. The time limit can also be set by the package creator.
This idea is complete moot if I'm a huge noob and theres a super easy way to transfer stuff between terminals that I don't know yet, which is a big possibility.
Bounty Hunting:
Players will be able to put a bounty on the head of any player they wish, for a fee proportional to the total EP you the poster have accumulated and the total EP designated player has accumulated. You may place as many bounty missions on the market as you wish, but if multiple bounties are in place for a single agent, the fee for posting the bounty increases with each available and active assignments, proportionate to the before mentioned EP. When a bounty assignment is accepted, it is removed from the terminal list (thus only one agent can accept a single bounty). An agent who has a posted bounty cannot accept his own assignment (but an alternate agent may, or a friend). There would be a time limit, where upon when not reached it is put back on the terminal list. The time limit is proportional only to the target accumulated EP.
Destroy and Recover:
Same theme as above. An assignment to recover a certain raw item or kernal is created, and a list of bots which drop said item is rendered. You the creator choose the area, time limit, and amount of items, and any additional items to be included in the reward. A fee is charged to you based on current market supply values, and the agent who takes the assignment, when completed, receives a portion of the fee as a reward (the portion is explained in a sec). The up side to the creator of the assignment is they will basically be able to lock in a great market supply price for an item before buying it out (and increasing the costs). The up side to the assignment taker is they might be able to get some nifty items from the rewards, plus whatever average demand value at the time of completion is. Thus, if studious Agents created destroy and recover missions at a time when the supply was high and demand was low, it will be a win win for both parties when the supply is low and the demand is high.