Category:Missions

NorthStar will not just use a large amount of missions to infer replayability but will offer variablity in the missions themselves. For instance in a very recent high profile space RPG, what you have is basically a very large number of missions, but those missions are the same every time you play the game. The issue is just finding and playing through them all.

In NorthStar, say on one playthrough a guy offers you cash to deliver a box to his brother on Alpha Centauri. You take the job, it turns out to the be the family china and the brother is very happy and he pays you. The next time you play through the game the man giving you the mission is really an assassin and the package is really a cleverly disguised bomb. The next time it might be a drug sting and at the other end is a squad of security troops waiting to frame and arrest you.

As for jobs? There will be literally hundreds of them and yes, hauling freedom fighters, or terrorists depending on your POV, will be in the mix I am sure. Currently there are more than a hundred missions and sub–missions, all with at least one variation and many with 3 or 4.

This game is about making being a trader interesting exciting and satisfying &mdash; it is not about throwing ever bigger and sillier things at you so that you don't notice that you have been doing the exact same thing 3000 times with different nouns inserted into the mission description.

How much are you able to play as a pacifist, avoiding combat altogether? That is best done by being a responsible trader and avoiding the shadier deals and darker parts of The Scatter.

NorthStar will also run an internal clock. This may mean that you have to complete some missions within a certain timeframe, or that the amount of lifesupport left to survivors of the Spirit of the West is decreasing. The Developers have not expanded much on this yet.