[Idea] Quest, Job Generation/Obtainability

The place to request or suggest new ideas and features.
Post Reply
MugenNoKensen
Posts: 16
Joined: Wed Apr 10, 2013 12:44 pm

Wed Apr 10, 2013 3:18 pm

- Tavern post board (has mostly every kind of job)
- Tavern rumors (complex quests, sometimes rare or unique quests)
- Guard station board (bounty hunter quests, basic quests)
- Trader requests (resource quests, cargo quests)
- Civilian quests (non-killing people quests)
- Faction quests (depends on your/a faction)
Common quests include : getting something, killing something common. These could be randomly generated.
Rarer quests involve the same concept of 'common quests' although include harder bosses and areas, usually compensating the player with more lucrative items.
Unique quests are quests which (could possibly) only occur once in every play through as it will yield a unique item upon completion.
Resource quests involve collection of a specific material or item. Once completed, the player is paid in either money or extra trading availability or services (Example : Get carrots for this guy and he will sell you chickens from now on).
Bounty Hunter quests (hunt people for bounty).
And faction quests depend on your faction (thief, steal something.)
It's an idea but it's a DAMN lot of work.

User avatar
Clawdius Talonious
Posts: 540
Joined: Sun Jan 29, 2012 7:35 am

Wed Apr 10, 2013 3:54 pm

A variety of randomly generated quests are planned, but currently outpost functionality is the focus of development. I am curious as to the civilian quests, what would you have in mind? I mean I can only think of a handful, most being of the tired fetch and carry variety. Bounties are already implemented, although they aren't currently assigned as quests at the moment and more involve randomly finding and knocking out a bandit leader and then bringing him to the nearest police station.

MugenNoKensen
Posts: 16
Joined: Wed Apr 10, 2013 12:44 pm

Fri Apr 12, 2013 2:21 am

Yeah, the only thing i can think of for civilian quests would only be getting something and bringing it back. Although it could be evolved into something more, like, when you have enough money/resources to create your own "fort" or "castle", civilians could be moved to and then, i dunno, taxed? For protection under your rule inside your town. And then civilian quests would have more weight, as you would have to create larger food sources, more houses, walls, larger military/police forces, etc...
Like the 'Total War' series, involving more than military might, the needs of your entire faction including civilians and merchants
EDIT : Civilians could also be the people operating the machines, and so, could be specifically trained into science, laboring, etc... removing the need to covert battle ready soldiers into workers

User avatar
philthymcnasty
Posts: 736
Joined: Wed Apr 10, 2013 11:57 pm

Thu Apr 18, 2013 10:29 pm

What about diplomacy quests? For example: two factions are at war, and a a result less resources are there to stop bandit raids. There fore, the traders commission your faction to negotiate peace with the waring factions, or to build a base and patrol a certain part of the map.

Post Reply
  • Information
  • Who is online

    Users browsing this forum: No registered users and 9 guests