Possible quest system

    is this a good idea?

    • yes

      Votes: 3 60.0%
    • no

      Votes: 0 0.0%
    • not sure

      Votes: 0 0.0%
    • THIS IS A TERRIBLE IDEA WHY YOU DO THIS TO US!!

      Votes: 2 40.0%

    • Total voters
      5

    yoyo2901

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    few ideas i have for a quest system.

    Make rescources more rare in one part in the galaxy and more common on the other side. this will set up trading between NPC's and players.

    way to get quests:
    get to an NPC station and walk inside to a bar and ask NPC's for quests. (just like the way you can buy guns but just a bit different)
    Quest 1: kill pirates for an NPC in an particular sector for credits or rescources (maybe a discount on buying rescources
    Quest 2: deliver goods to other NPC's or players for credits
    (make a possibility to order rescources at a local shop and let them being delivered in a cargo container to your homebase)
    Quest 3: get parts for a NPC station. they ask you if you can get some shield caps and you deliver them to them for an higher sell price then in a shop.

    this is just an idea. if you have any additions post them below.
    (idk if its possible to do or if it unbalances the game or not, just an idea which might be cool)
     
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    few ideas i have for a quest system.

    Make resources more rare in one part in the galaxy and more common on the other side. this will set up trading between NPC's and players.
    I like this part!
     

    Lone_Puppy

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    Your quest ideas immediately sparked in my mind the scene where Luke and Obiwan went to the canteena to book a ride and Han Solo brokering a deal.

    Would be cool to have Han Solo type NPC's and also be Han Solo for NPC's looking for a ride or transport for goods. :)
     
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    OHHHH You know how there are NPC ships that transport goods between trade stations? What if players could do that as missions? (Protect and deliver cargo)
     

    Lecic

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    Make rescources more rare in one part in the galaxy and more common on the other side. this will set up trading between NPC's and players.
    This isn't for quests, this is so the game can have a basic economy.
     
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    Ah yes, escort missions. My faaaavorite
    I'm with you there Comr4de. Love escort missions. NOT! :censored:

    *grumbles about derpy pets/minions, their pathing issues or aggroing the entire zone, frequently both* ;)
     

    yoyo2901

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    OHHHH You know how there are NPC ships that transport goods between trade stations? What if players could do that as missions? (Protect and deliver cargo)
    that was what i saw thinking :)
    [doublepost=1496389515,1496389444][/doublepost]
    I'm with you there Comr4de. Love escort missions. NOT! :censored:

    *grumbles about derpy pets/minions, their pathing issues or aggroing the entire zone, frequently both* ;)
    thats why we need more quests. you dont have to do escort missions you can also fight pirates or go bounty hunting
    [doublepost=1496391115][/doublepost]
    This isn't for quests, this is so the game can have a basic economy.
    this will be needed to be implemented to make trading useful yes, it will be needed so players actually give out orders to shops and NPC's for them to deliver rescources
     
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    The_Owl

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    Haven't quests already been uh, confirmed?
     

    jayman38

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    I just wanted to point out the difference between cargo delivery missions and escort missions.

    Cargo delivery: historically, a very poor way to make money, but you didn't have to worry about waiting for and protecting a slow, stupid AI ship. It's lack of money made this a very rarely used mission type, because other mission types were historically much, much more profitable for the time spent.

    Escort mission: historically, the most reviled mission type. You had to go as slow as the slowest ship being protected, ambushes were at once both horrifying and exhilarating, and the pay, while better than cargo delivery, wasn't worth the extra time needed to perform the mission, due to slow NPCs.

    Alternatives to these classic mission types:

    Cargo: only offer small, exceedingly valuable cargo for high profit, high-speed smuggling runs. This would solve the low-money issue of cargo missions. (More mundane, less profitable cargo runs can be hand-waved away, saying that the trade faction handles those on a regular basis.)

    Escort: There is not much to salvage here. Leave the escorted NPC to go fight an enemy at a distance, where the enemy will not immediately try to destroy the slow, dumb AI. Instead, the enemy will only engage you, the brave, heroic, competent player. Essentially, turn these into long-range interceptor or patrol missions instead.

    (One last note on the reviled escort mission: No real need to have these mission types available at all; worse, they are typically forced on the player for some crazy reason, such as game-filler, or artificial difficulty barrier. Most players in a sandbox will simply turn rogue pirate and loot their escorted ships anyway. It's not worth the effort to implement and balance such an inherently un-fun gameplay mechanic, for the sake of completeness, equivalency, or realism.)