As we all know, the grindy experience of early game is rather boring. IKEA is fun for the first 10 minutes.
IMO the solution is to create enough job opportunities that they don't get boring before you can buy your first ship.
They should also teach all the basic aspects of the game.
Also IMO they should all give the same payment per minute. To encourage trying all of them, rather than only the most profitable.
Inter-station delivery:
How:
Player go to one of delivery terminals.
He's given modified pincer.
He can spawn delivery package. It need to be delivered to random other delivery terminal on the station. (receiver shows the way)
Payment is based on distance between those two terminals.
Why:
Teaches piloting a ship, using navigation system and cargo beams.
I believe it would make the station more alive as well, with all the delivery trucks buzzing around.
Possible exploits and solutions:
Pincer could be stolen -> It can't fly further than 1000m from the station, otherwise autopilot takes over and brings it back to the station and despawns.
Abandoned pincers would litter the space -> autopilot brings it back after X amout of time.
Delivery crates being stolen or abandoned -> they could be worthless. Also they could be grabbed or released only inside delivery pad.
Pincer could be nudged out of safezone -> they could blow up in a nice ball of flame if they fly further than 2000m from the station. The nearest player would get fined for few hundred thousands.
Part factory:
How:
In a hall, player is given builder tool.
Hologram of random part is spawned and need to be filled up.
Why:
Teaches using builder tool.
Cleaning spase bug infestation:
How:
Player enters instanced building, and is given some basic weapon and ammunition.
His job is to walk around the building and shoot all bugs he can find. They could move at various speed and in various directions to create additional challenge.
Payment is per bug killed (with extra bonus for the fast ones)
Why:
Teaches weapon handling.
Shooting stuff is fun.
Feel free to more add to the list!
IMO the solution is to create enough job opportunities that they don't get boring before you can buy your first ship.
They should also teach all the basic aspects of the game.
Also IMO they should all give the same payment per minute. To encourage trying all of them, rather than only the most profitable.
Inter-station delivery:
How:
Player go to one of delivery terminals.
He's given modified pincer.
He can spawn delivery package. It need to be delivered to random other delivery terminal on the station. (receiver shows the way)
Payment is based on distance between those two terminals.
Why:
Teaches piloting a ship, using navigation system and cargo beams.
I believe it would make the station more alive as well, with all the delivery trucks buzzing around.
Possible exploits and solutions:
Pincer could be stolen -> It can't fly further than 1000m from the station, otherwise autopilot takes over and brings it back to the station and despawns.
Abandoned pincers would litter the space -> autopilot brings it back after X amout of time.
Delivery crates being stolen or abandoned -> they could be worthless. Also they could be grabbed or released only inside delivery pad.
Pincer could be nudged out of safezone -> they could blow up in a nice ball of flame if they fly further than 2000m from the station. The nearest player would get fined for few hundred thousands.
Part factory:
How:
In a hall, player is given builder tool.
Hologram of random part is spawned and need to be filled up.
Why:
Teaches using builder tool.
Cleaning spase bug infestation:
How:
Player enters instanced building, and is given some basic weapon and ammunition.
His job is to walk around the building and shoot all bugs he can find. They could move at various speed and in various directions to create additional challenge.
Payment is per bug killed (with extra bonus for the fast ones)
Why:
Teaches weapon handling.
Shooting stuff is fun.
Feel free to more add to the list!