Suggestion - part 1a - VP - general
Rather than as drops or a big bonus at the end players should gain VP from missions automatically on each kill in the same way XP is gained. How much VP would then depend on the alien level and type. Old types wouldn't give too much while for the newer ones you'd get more with the heavy hitting tentacle one giving the most of the regular aliens. Bosses would then of course give the most. The cocoon boss on its own would give the least VP of the bosses by far but fresh recruits could give very little each depending on level (0-2 VP or so) so you could get about as much VP, it would just take a lot longer.
Suggestion - part 1b - VP - total mission gains
How much VP you get on BS wins depends on your level, not just which BS you're in. Now what if they applied a similar function to missions? If VP was gained like XP is they could use some percentage of the BS win VP value of the puller to decide how much VP the mission would give in total should it be cleared by the puller solo. There could still be some small variation on gains but no where near the level seen now with VP as random drops.
Suggestion - part 2 - Types, level locks and mission difficulty
Level lock mission access based on the roller's level by using their team level range. With this done upgrade clump drop rates could then be increased back up some. Another option or in addition to that completing hard missions to 100% could give some reward item you can turn in for an upgrade clump of your choice or VP. Medium missions could also be scaled up some and hard scaled down some so there is a more even increase and doing a hard at most levels more of a possibility. The mission level cap should also go up from 250 to about 300.
Suggestion - part 3 - AXP
The AXP given by an alien should be based on more than just their level in relation to yours but on the type of alien as well.
Suggestion - part 4 - Layout
Main thing here being to widen the hallways so they are more accommodating to teams.
Some Numbers
VP
- Lvl 15 missions give about 30-80 VP with an average around 50 VP.
- Lvl 90 missions give about 50-140 VP with an average around 90 VP.
- Lvl 125 missions give about 60-150 VP with an average around 110 VP.
- Lvl 138 missions give about 60-290 VP with an average around 180 VP.
- Lvl 150 missions give about 75-300 VP with an average around 185 VP.
Note:
Mission difficulty options do not influence the VP or type drop rates, just the level of the mission. A level X mission pulled as an easy, medium or hard will all be the same. Easy gives a mission the same level as the roller, medium 10% higher, hard 50% higher and the LE mission level cap is 250. The aliens inside will be about 10% lower than the mission level to 5% higher with a boss about 2% higher than the mission lvl.
Reasoning
The problem and general:
The main problem with missions as they are and always have been is that they are easily abused. Also with VP as drops the more people in the team the smaller your VP share will be meaning teaming in team missions is counterproductive if you want VP. With no level locks on missions 220s can get their types doing missions rolled by level 45 chars. Then low level chars can scoop up the VP clumps in much higher missions cleared by 220s.
Whether it was intentional or not when FC added the three difficulty options to mission acquisition the VP and type clump drop rates did go down. So now unless you abuse missions you can't get much out of them for VP and types. What these suggestions are aimed at is reducing the potential of abuse, making gains for those doing them properly better and teaming desirable when part of your goal is VP.
Part 1a - VP - general
If VP gains in missions were gained simply by killing the mobs and how much depended on mob level and type rather than your luck with drops VP gains in missions could more reasonably be tied to the difficulty and OFAB costs. Also as it would work like XP you would be penalized or rewarded based on how the aliens level relates to your char level. 220s doing missions filled with level 170 aliens would get less VP than than a 170 could and less still than a 130 could in such a mission. Considering as how the kill rate would be better in a team and you don't have to fight with team mates over VP clump drops it would also encourage teaming for harder missions when part of your goal is VP. At the same time cases like a lvl 160 teamed with with one or more lvl 220s would result in penalties to the 160 so they can't easily leech large amounts of VP.
Regarding the idea of a VP end bonus:
As these are team missions getting your VP as you go would be better than in a large part or in whole right at the end. If it was done as an at the end bonus then what about the poor sods that made it all the way through the mission then died just before the boss goes down? Also what about those cases while everything else can be cleared but the boss just proves too much? In both cases with such a strong emphasis put on the end bonus the mission would go to waste for them in regards to VP. Giving it a bit as you go with the boss giving a decent amount would work better. Then as we're talking about far less VP per mission than XP/SK in RK/SL missions while such an end bonus in addition to the XP/SK earned through the mission works there it doesn't work as well with VP in these missions.
Also with it as a big end reward it opens the possibility for easy leeching. All a char needs to do is be in the same zone. As a result you could for instance have five lvl 160 chars just inside the front door while a single 220 in the team bashes away at the mobs. As the 220 goes further away they are no longer gaining XP or AXP but the completion percentage still goes up for them. Then once the boss goes down they get the end reward (a mission token). The same could be done with other team missions if all you wanted was the end reward as well so focusing the VP on the end reward is a very bad idea.
Regarding very low level mission VP:
I think VP gains from missions at very early levels should go down, by about half even. That or increase the cost of QL 25 OFAB armour. A full set of QL 25 OFAB armour is about 450 VP, with an average of about 50 VP doing lvl 15 missions that means you can get a full set in just nine small missions. On the other hand at about lvl 150 getting a full set of QL 200-250 would take about 300-430 much larger missions. A set of QL 25 could be done in a couple of hours or so through missions but a set of QL 200-250 could take a couple months.
Added notes and compromises:
Another thing this method would help with is when mobs fall into places you can't get at them to loot and help keeps everyone moving rather than pausing to loot. In addition for improved VP gains I'd be more than willing to give up the token gains and have corpses of regular mobs rot right after being killed (boss corpses would remain to be looted of course). Creds can be earned in many ways, even while off-line with player AI city shops. We can buy tokens with VP and can get them in other means as well so just making the missions mainly about AXP, types and decent VP seems fine by me.
Part 1b - VP - total mission gains
What would happen is to have the mission give X amount of VP it then figures out how many aliens, what sort of mix of aliens and how big the mission area needs to be to provide that value. Since there could be many combinations to achieve this there will still be a good degree of randomness to the design of each mission. Aside from having the VP gains properly scale with the mission level the missions on a whole would scale better as well. Currently while the aliens level increases with the mission level the number of aliens tends to jump at certain ranges when new mission area levels are added. For instance I've found lvl 125 missions have about 40-50 aliens while lvl 138 ones have about 60-70. With missions deciding the size and number of aliens based on how much VP is to be gained those sharp jumps in alien counts should be removed and their numbers would scale up more evenly.
Allows Funcom better VP gain control:
With VP gained like XP and mission design working off of how much VP is to be gained in said mission should they decide to later tinker with VP gains from missions it could be done far more effectively. With VP as random drops luck plays far too large a role in how much you can expect to get so there is no proper way to make adjustments. With the suggested function in play should they wish to increase or decrease the mission VP gains at various lvl ranges they would have a proper way to do that.
Part 2 - Types, level locks and mission difficulty
Level locking would keep 220s from blasting through lvl 45-60 missions in about five minutes for their upgrade clumps. Unable to do very low level missions for their upgrade clumps it would take more effort and time to get them. As a result upgrade clump drop rates could go back up some.
Another option would be to have hard missions give some nodrop item as an end reward of the same QL as the mission level for killing everything in the mission before killing the boss. You could then turn that in for your choice of an OFAB upgrade type of the same QL as that item or if you don't need types some VP. Then just as in SL missions when doing missions at the easy or medium option you'd get a lower chance of getting that reward item. This way people have more of a reason to do harder missions and type farming could be less of a mindless grind.
Then a medium could be scaled up to say 20% higher than the mission roller's level (10% higher now) and a hard scaled down to about 40% higher (currently 50%). The mission level cap is currently 250 so level 220s would certainly have a much easier time of things doing a hard now than a group of 167s (167 x 1.5 = 250). With a 300 rather than 250 mission level cap but lower mission level for a hard even 220s would have a harder time of things (220 x 1.4 = 308).
Part 3 - AXP
They did finally adjust AXP some by giving aliens a general AXP boost, making it harder to leech and that they can't be quite as grey as they used to be and still give AXP. Although how much you get still just relates to the level of the alien and your level. In missions if you killed two aliens of the same level where one was an older type and the other a type introduced in LE missions the newer one can give several times more XP but exactly as much AXP. As the newer one can take and give much more of a beating the AXP it gives should be higher just as its XP value is.
Part 4 - Layout
For one to a few chars with no pets it's not bad but add more players and/or pets and those narrow hallways can get very crowded. This is made worse with how the decorative fringe along the walls eats up a decent amount of space. So the width of the halls should be increases about twice over. If that couldn't be done then at least strip the fringe from the halls and replace it with textures.
Common arguments against changes to LE missions and my general responses.
BSs are suppose to give better VP than missions
I'm not asking for missions to give better or even the same VP as BSs, just better VP than they do now. Apparently back around release a 220 could get about 300 or less VP on a BS win, now it's around 1100 VP but yet VP from missions has gone down since release. I just want getting VP from missions to be more reasonably done than it is now across the level range considering as how BS gains have gone up by such a large amount and most don't run.
It will kill BSs
The people doing BSs should be those that like and want to do them. They blasted VP gains up at BSs as they thought that would get them all running but it didn't do much of anything as most are still inactive. Then looking at the few BSs that do run they are at the more active PvP levels and the ones that get those BSs to run or not are primarily the PvPers. If the VP farmers were so important in getting the BSs to run they would all run, not just a few as they want VP all levels, not just the level ranges with an active BS. Those there for the VP just add to the number at a running BSs.
Other things could be done to help BSs far more than adding more VP to them. Often enough one side can have maybe twenty or more signed up but the other not even six so the BS doesn't run. If generated teams rather than side vs side were used it would be easier to get a round going. The two or three generated teams could be more balanced, there would be much less to no waiting to get inside when the BS is running and as the teams could change each time it could differ each time. Add to that more layouts, alternate win goals, BS team chat channels and other things and it should all do far more than increased VP ever did to help BSs and would attract those that would want to go.
Edits:
- Dec. 30/2007: Added Part 1b.
- Feb. 19/2008: Added the at the end bonus references to Part 1a and it's reasoning.
- Feb. 19/2008: Added that gray aliens should give 0 AXP.
- Feb. 23/2008: Added a point about low lvl chars having a VP penalty when teamed with much higher lvls to limit leeching in reasoning 1a.
- Feb. 28/2008: Added to the part 3 reasoning some.
- March 03/2008: Tinkered with the part 3 reasoning again.
- March 25/2008: Small addition to the end of reasoning part 1a.
- Feb. 23/2009: Updated pretty near everything.
- Feb. 28/2009: Added Part 4 since I forgot to in the last edit.
- May 30/2009: Adjusted Part 2 to add that you could turn the reward item in for VP as well as an upgrade clump.
- Nov. 22/2009: Added note about easy leeching of the end reward in the "Regarding the idea of a VP end bonus" section.