I’ve read a large number of comments and threads and contributed a fair few myself on the subject of Mission Selection. I am going to try and propose an idea that would satisfy everyone without straying too far from the current design paradigm. This would make it easier to implement for a quick turn around win for everybody. My goal isn’t everyone’s perfect solution but “good enough”.
First:
Break Intensity off from other modifiers. Intensity is an innovation in the game space. Rather than treating it as a modifier just like any other, lets treat it like what it is - a key gameplay variable. Difficulty decides how hard your enemies hit, how much health they have, how smart they are (potentially) etc. But intensity controls how aggressive the director is and how many things spawn. I propose that this is extremely useful by itself and it needs to be individually managed.
Second:
Add an intensity selection to the Quickplay button alongside the difficulty selection. These are a set of toggles. A user could quickplay into damnation AND damnation hi-int but exclude low-int, for example. This would let me QP into a difficulty and intensity of my choosing even if it happens to be off the board, allowing me to serve as a reinforcement after the mission drops off the board.
Third:
De-randomize intensity. Intensity should always be present in a 1-1-1 ratio on the board.
Fourth:
Mission modifiers are applied normally to the board.
That is the core idea. I believe this can be expanded upon to make it even better but it avoids a lot of complexity. Making Inensity a discrete variable also avoids clogging up the RNG modifiers with irrelevant stuff.
Stretch Idea:
Idea 1: Allow users to ban modifiers in the QP selection.
Idea 2: Only display missions within a selected difficulty and intensity range using the QP interface as the filter.
Idea 3: Expand the mission board such that there is 9 missions within each difficulty, 3 for each intensity. (relies on Idea 2 for UX readabiliy)
Idea 4: Implement a re-try with party button on mission failure AND mission success. Requeues the same map even if only one player agrees. Will backfill via QP.
Alternate Ideas:
Idea 1: Display the randomized mission screen with 6-12 missions as current. Allow users to adjust difficulty and intensity of all missions displayed and select the preferred map. Modifiers are still RNG.
Idea 2: create tabs of a given difficulty and/or intensity and populate them with 6+ identical missions for each difficulty and/or intensity
Crazy Ideas:
Idea 1: Remove modifiers from the map. Have modifiers able to be added mid-mission such that they may be 1 off events (like monstrosity spawns) or run for some time. Such as a sniper wave spawning into a mission randomly. Or having ventilation purge activate for the remainder of a map after the half way point.