Devs, as you may have noticed from various threads, mission rewards and progression is pretty busted. Currently, the optimal playstyle is to simply ignore everything in a mission except the target so you can get it completed as quickly as possible, since the majority of rewards come from the mission complete screen. This is pretty boring and repetitive in an already repetitive genre of game and besides class imbalance is the game's biggest weakness. Rewards need to be rebalanced so the majority of them come from within the mission. Accomplish this by:
- Greatly decreasing or completely removing rank exp gained at the end of the mission. Increase the rank exp gained from killing things. Killing things should be the main source of rank exp.
- Greatly increase the number of dynamic events that happen in missions. I'm not even sure they occur outside of story missions and are one of the biggest things lacking in this game, at would add some much needed variety and randomness. There should be 1-3 per mission, depending on map size. Anyways, once you increase/add them to missions, make completing them the main source of fate.
- Every mission needs to have the difficulty selector. Grinding out influence is hella-boring, especially because you're doing it on mostly green missions. Also, make sure the difficulty selector actually does something. I can't prove it but I have a strong suspicion it doesn't actually effect anything other than drops, as I notice no difference between +0 and +200. Make higher difficulty also give more glory.
In addition to smoothing out gameplay, it all logically flows. I get better by killing things. I affect fate by participating in the random and dynamic events happening around me. I get glory and reputation by completing difficult missions.