Quests/stories makes the game meaningful with a purpose for example hiding from npc until they are out of sight to plant a
hacking device to sneak past the control tower to the next region etc.
I always like the story jack in the beanstalk no idea why maybe because a bean turned into a massive stalk
anyways i think quests and a good story makes the game so much more enjoyable i want to experience the adventure
through the story/quests and feel part of it
You bring up a good point with the hiding from NPCs part.
I came back to FireFall after a year and a half and because of all the changes i had to restart things from Copacabana and run through the tutorials and the story mission. A story I didn't even knew existed, really. Might have been my own laziness, not checking the lore, but never mind. I was pleasantly surprised by the single mission that had the player sneaking through a base, disguising themselves as a crate via hologram. It was a break from the game's norm, but that's as far as one can go with
stealth in FireFall.
I may be remembering a different game that had some perk that made damage to unsuspecting foes higher (on the first shot, at least).
When are foes
not aware of you? They almost always instantly notice you, even if you're standing on a cliff above them. You cannot sneak past a group of enemies, even if all of them have their backs turned.
I strongly feel their needs to be an awareness/stealth meter for the players and the npcs. Also, stages of alertness. (Once, again...take elements from other games.)
Unaware
Neutral (aware but not concerned with you, either you're not doing anything suspicious or they're preoccupied with someone or something else, having their own fight, even)
Suspicious (short period of time, under which one can move on and away to not start a fight)
Alert (in the red)
Different reputation levels should play into how quickly members of a faction would grew suspicious of you and engage you.
Different creatures should have wildly different levels of aggressiveness. Docile creatures would only attack if attacked. Some could even flee. Predators, depending on their size, attributes (and even classification - brute, agile, stalker, charger, rabid, cautious...etc.) should either have varying suspicion meters and should turn hostile either slowly or immediately. These could also attempt to flee when seriously injured or outnumbered by players. A few could be smarter. Know when to leave a fight or have different ways of avoiding attacks and attacking players. But, a lot of them would fight until death, too.
This would add another element to quests. To do them in different ways. Discreetly or guns blazing.