Hey everyone. I was just thinking. On multiplayer servers, we have the long and hard grind of finding pirates, scavenging, and construction to make credits. But wouldn'tit be kinda neato to do quests were you are required to investigate a distress beacon at a abandoned station, and kill enemy astronaut pirates, or recover a item in the station. To rescuing someone on a planet, to escort missions. The missions will also spawn pirate ships relevant to quest difficulty. The more difficult quests offering better reward of course. Let me know what y'all think in the comments below!
Well, right now we have a few quests. It's taken me a while to get up to speed scripting in linux to do this, but after a lot of hard work, I have the quest engine up and running. Keep in mind, this is all very beta, but if you'd like to drop by, feel free to check out the quest engine. IP: lvdserver.b33r.us:4242
Right now we have two quests available. One is a prize quest called "Mystery Box" that is both easy and hard. It's a puzzle quest, so it's up to you to figure it out. It seems simple, but there's more to it than meets the eye. The second quest is called "Mineapalooza." You'll need to bring your own ship in to start this quest. Ship sizes up to 75k are allowed right now, but later on I'll be reducing it to 50k most likely. This quest is currently in beta but has been released to the public for testing. We have about four other quests that are currently being worked on. Good work takes time though, so patience is needed here.
Lately I've also been working on the framework for my "Event engine," which will basically be a lot like quests, except they will be happening around the galaxy randomly and players will need to stumble upon them. These also might be thrust upon players as they are out and about. I have a lot planned for events, such as distress calls, signal interception, and more. I'm hoping to really compliment the faction update to make the universe more alive and dynamic.
And finally, I will be making a more full-fledged quest and event engine later once I have a complete wrapper solution. This will be capable of handling more quest goals and will allow the scripting to see a lot more of what is going on during the quest. For example, if someone shoots an NPC vessal, it may declare war on them and change the way the quest unfolds. Right now, I'm using a less resource-intensive engine that doesn't have as many hooks. Eventually I plan on releasing my code to the public, so that other servers can implement whichever version they would like, depending on the capabilities of their server.