Before handling details, such as what quests will be available, one must set up a framework for it all, and here I am displaying(and collecting) ideas and opinions on ideas regarding the quest-system itself, and not the quests within it.
First, I'll structure the OP into three parts:
So, I suggest 3 major quest types, which are completely unrelated regarding the actions required in order to complete it.
Environment to Player Quests
Player to Player Quests
Player to Self Quests
Environment to Faction Quests
Faction to Faction Quests
End of post
First, I'll structure the OP into three parts:
- Quests
- Quest-related mechanics
- End of post
Each of the leaves of the content-tree has an anchor, they can be referenced by using the [IURL] tag. (If you read the BB-code helppage)
The anchors:
The anchors:
- -
- #etp
- #ptp
- #pts
- #etf
- #ftf
- -
- #dqs
- #shop
- #fq
- #end
So, I suggest 3 major quest types, which are completely unrelated regarding the actions required in order to complete it.
Environment to Player Quests
These are everyone's standard quests, handed out by an NPC or the environment itself. The player(s) have no control over them, apart from accepting, rejecting, abandoning and/or completing them.
These quests would be available from NPCs, NPC-stations, NPC-ships, tutorial(s) [?], and in general may come from everything not belonging to a player or being under the control of one. They can have the full spectrum of possible quests and ingame rewards. The game has to make sure any of these can be fullfilled anytime, if special locations are involved, their coordinates(or a nearby coordinate) has to be attached too.
These quests would be available from NPCs, NPC-stations, NPC-ships, tutorial(s) [?], and in general may come from everything not belonging to a player or being under the control of one. They can have the full spectrum of possible quests and ingame rewards. The game has to make sure any of these can be fullfilled anytime, if special locations are involved, their coordinates(or a nearby coordinate) has to be attached too.
Player to Player Quests
These quests are made and posted by players, utilizing the Direct Quest System, their own Shops, or (if they are permitted) their faction. A player to player quest can have any ingame reward, that players can exchange between each other. There are 2 kinds of PtP quests "covered" and "speculative":
- if a player offers a covered quest, the rewards are removed from the player's possession on the quest's creation. If the quest is not completed and removed (DQS abandon, quest-giver takes quests out of a quest-board[shop/faction]), the reward is added to the quest-giving player's inventory, or spawned in next to the player. (In case a direct quest was abandoned, the player may choose when to be repaid the reward).
- if a player offers a speculative quest, he doesn't have to pay the reward in advance; when the quest is completed, he recieves the unabandonable rewardless quest to hand the other player the reward
Player to Self Quests
These quests usually serve as memos, or quick resource calculators/tutorials. As the questgiver is always the one to complete these quests, they may not have any reward, and there may not be any failure conditions*. Typical PtS quests are:
* a quest marked with an asterisk will be failed if the referenced faction disbands, as that quest then becomes impossible- Acquire N of item Y(this quest will automatically split into subquests for crafting materials)
- Fly to X,Y,Z
- Destroy N structures belonging to faction Y*
- Kill N players of faction Y*
- Kill player X
- Acquire N credits
- A queue of any of the above quests
Environment to Faction Quests
These quests will be offered by NPCs, NPC-shops, and other NPC-structures to faction-leaders and members of a faction, if their rank allows them to accept faction-quests from NPCs. Their only other difference from EtP quests is, that FP may be a reward, and that member-count or diplomacy(allied, neutral, hostile to faction Y) may be requirements. When accepted, and a requirement from a EtP quest comes up, the requirement is fullfilled if ANY member of the faction fulfills it(failure requirements however require all active members of the faction to meet them in order to fail a quest) Rewards, that may not apply to the entire faction(item rewards e.g.) Are evenly split among the member, priorities/limits may be imposed on a per-rank basis
Faction to Faction Quests
These quests are like EtF quests, except a faction may limit which of their members can offer them by rank. Rewards, which a faction cannot own without a member [items e.g.], will have to be paid by whichever player creates an FtF quest for his faction to offer.
Direct Quest System(DQS)
Like the current mail system, the DQS allows a player to send a quest directly to another player. The recieving player may then choose weither or not to accept the sent quest.
Shop's quest-boards
Shops should have a quest-board, on which the shop's owner(s) can put quests for any bypasser to take on. When a quest is taken, it is no longer displayed on the board, until the quest is either completed or rejected. NPC-shops will offer EtP quests, player-shops will offer PtP quests.
Faction quests
These quests are accessible from the faction interface, and ar only visible for members of the faction. Who can accept, offer or see them can be limited by rank. Faction to Faction quests are also managed by that interface.
End of post
Opinions? Questions? more ideas?
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