The video discusses the current state of mission design in Star Citizen, emphasizing that while there is a mix of combat and non-combat gameplay, recent updates have led to a perception that combat missions dominate due to the incomplete mission system. The creator expresses optimism for future improvements post-4.0, believing that as non-combat missions are reintroduced, the balance between different types of gameplay will become clearer.
In the video, the creator discusses the current state of mission design in Star Citizen, particularly focusing on the balance between combat and non-combat gameplay. The creator notes that while there are various gameplay options available, combat missions seem to dominate the recent updates. The mission system is still undergoing refinement, which has resulted in certain non-combat missions, like delivery and investigation tasks, being absent. This incomplete mission system creates a perception that combat is the predominant form of gameplay, even though there are non-combat options available.
The video highlights two key perspectives: the available content and player perception. From a content standpoint, there is a mix of combat and non-combat gameplay, but the barriers to entry for industrial gameplay loops often require specialized ships, making them less accessible than low-level bounty missions. While players can engage in mining or cargo hauling with starter ships, many non-combat activities still depend on having the right equipment, which can skew the perception toward combat being more prevalent.
Player perception is complicated by the mission system’s current design, where combat and non-combat missions can overlap, leading to unexpected and often frustrating encounters. The creator suggests that improvements in mission spawning, especially in version 4.0, may help mitigate these issues. However, the randomness of encounters can disrupt players’ intended activities, making it essential for the mission system to communicate risk levels effectively, similar to how other games like Elite Dangerous approach mission risk.
The video also addresses the reasons behind the increased focus on combat content by the developers, particularly due to the introduction of the lawless Pyro system. This environment naturally lends itself to combat missions, and while there are non-combat options available, they come with higher risks and potential rewards. The creator points out that balancing issues exist within the current mission framework, but the developers are likely prioritizing combat content as it is easier to implement given the state of the game.
In conclusion, the creator expresses optimism for the future of mission content in Star Citizen, especially as the game stabilizes post-4.0. They believe that as the underlying systems are improved and more non-combat missions are reintroduced, the balance between combat and non-combat gameplay will become clearer. The video ends by inviting viewers to share their thoughts on the current focus on combat and the potential for new mission content in the coming years.