Ok, the sliders were a good idea when the game was new and people had to discover what was what and players were "expected" to mission multiple times to by chance find an item they wanted. But now I think it will help a lot to add some more variety and clear definition to the customization of a mission, especially since the real interesting new items cannot be found by reward.

First, Type of reward selection.

These are just ideas, maybe Funcom can use to help improve the mission system and lessen the tedium of mission terminal camping.

1) Type of reward selection:

Could come in the form of a checkbox, which lists "general item", "nano", "weapon", "armor", etc. Basically whichever one is selected, only that type of item will cycle through the mission rewards.

(example: if weapons selected, only weapons will spawn as mission rewards)

2) Size of mission:

Could be general setting also by a checkbox, Tiny, Small, Normal, Extended, Mission Impossible...or whatever you want, you get the idea.

This would affect the mission rewards respectively, and you could also make it so that players cannot get tokens for tiny and/or small missions (if you really fear that players will abuse it).

3) Distance:

This would probably be very tough to code (unless you can use existing distance vs reward code) as it would have to be respective to current location. Basically it would determine how close or far your mission location is, but also affects the rewards if you always get missions in your playfield or very near it etc.

4) New Difficulty Selection:

Totally eliminate the difficulty bar, and just add a text box that a user can use to type in mission level. Also make it so that if the mission selection is below a certain percentage of their level...they cannot receive a token for it's completion.

5) Put the mission reward icon at top of each mission description.

6) Add Bosses to single player missions, give those solo players a chance at new items.