Edward Fuller and Mission Feature Team! it was an awesome SCL this last friday. really enjoyed it! thanks for taking the time to talk about it with Jared for all of us at the community. i have this burning idea/question in my head that i wanted to ask about but didn't get the chance to do so because i'm still figuring out how to get into Q&As and how to get in there live etc. on the spectrum side of things. so i figured why not give calling you out personally a try and see if this get's any traction. my question - is there any plans for missions that are given to players, because of other missions different players have taken? i'm thinking of something like the following scenario to give my question more clarity: a player picks up a salvage mission. lawful one. they head over to go salvage a HUGE wreck. this mission has been marked as high risk but a huge payoff, and they're warned to get the job done before word spreads and trouble shows up. meanwhile, after that mission was taken and a counter has timed out for X minutes, an unlawful mission pops up to go steal this wrecksite. i imagine it being because the first player took the mission that this second one is coming about. is that somewhat accurate as to the design ya'll are envisioning? also will players have the option to quickly reach out for assistance and spawn a "mission" like we do for rescue beacons, only whilst still alive and breathing? like imagine if the salvager who's doing it lawfully, get's a radio call from the mission giver "hey, just a heads up, we've received word that the ______ have intercepted our transmissions to you and have dispatched trouble your way. do you need backup?" and just then we get the "press left bracket to accept, press right bracket to ignore" popup and it's explained that taking backup will cut the pay down by maybe 5-10% if anyone answers the call, because the people paying you now have to pay someone else to come protect you/ help steal it back so a new mission pops up under service beacons or something, saying "security escort request - high stakes salvage op" and it's a pretty good chunk of change (maybe equivalent to doing a high threat or critical threat depending on the salvage operation) i can easily see this approach scaling too for differing difficulties. and you could use this for all sorts of things. not just the upcoming salvage missions, but you could do cargo hauling missions where they're hauling something, an unlawful mission is sent out for pirates to intercept the hauler and steal the cargo and take it elsewhere instead, and haulers have the option to take a slight pay-cut to get (hopefully) a player that will come in and help keep em safe. you could do this for mining too, would be similar i imagine to the salvage op one. and maybe in the future it wouldn't always be "PVP = you kill each other" kind of thing. like i don't have ANY idea where exploration and land claims etc. is going. but imagine this: "locate wreck site on <insert name of moon here> " mission. it's a BIG paycheck. and when it's taken, you get like 1 hour to find it. meaning larger operations players put together to sweep huge areas will work better, but obviously the pay will be shared out so less profit individually. and after that hour, competing companies put out missions for other lawful players "word is that _____ had a ship go down, well we're looking to recover that cargo and do some research on their engines. head out there and try to get that wreck site before they do!" so now we have a race to discover something and go share the coordinates with the companies paying for it. sure the players MIGHT decide to kill each other, but that's not strictly in the rules, nor likely with two or more people on opposite sides of a moon. now imagine once that goes out the original company for the first players that took the mission get a prompt "looks like those rotten folk over at ______ are trying to find our wrecksite! if you want we can send out a dispatch to have deliveries made of false trails to lead them off course! what do you say?" and now we have an urgent delivery mission pop up for someone to quickly go deploy a beacon somewhere that misleads others. would show up as a find, but once they get within X meters they see it for what it is. anyways. i'm starting to ramble. MAIN QUESTION - are there any plans for missions to be able to interact with each other like this by having players optionally trigger them / dynamic ones that play off each other like the current in-game nine tails blockade missions / jumptown player interactions? thanks again! hope to hear from you guys on the mission design team!