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IDProjectCategoryLast Update
0015204The Last FederationSuggestionMay 20, 2014 1:05 pm
ReporterRagwortshire Assigned ToChris_McElligottPark  
Status closedResolutionwon't fix 
Product Version1.019 (Solar Wind) 
Summary0015204: Add non-combat quests and a Quests panel
DescriptionThis suggestion is intended to acheive the following:
 - Add more non-combat ways for the player to gain Credit and make them less dependent on farming combats missions.
 - Make interaction between the player and the AI feel more two-way.
 - Add more dialog to flesh out race personalities.
 - Give the player suggestions for what to do if he/she is stuck for ideas (for example, when he/she needs to wait for a certain event or level of race relations to progress).

ADD NON-COMBAT DISPATCH QUESTS: In certain situations, races will petition the player for help. For example, a race with highly negative RCI values might ask for help improving them, a race with no armadas might ask for help with Armada Construction. A race which really needs a specific building (e.g. Ion Cannon when losing a war) might ask for help building it.

These would have a countdown timer just like combat-based quests. Once accepted, more time is added to the timer so that the player has time to complete the quest. At this point the player is told to go to the planet and look under Friendly Actions for the quest option. When the player goes to the relevant planet, the normal relevant dispatch option under Friendly Actions is replaced by the quest option. *The player earns 3x to 5x the normal Credit and Influence rate for this!*

ADD NON-COMBAT INVENTORY TRANSFER QUESTS: These are even simpler. A race asks for something, be it Resources, Tech, Prisoners or whatever, and the player has to get it for them. How they do that is up to them. Obviously they might trigger when a race has a shortage of a certain resource, or is behind on Tech.

If the player has the required item(s), they can hand them over via a button on the quests dialog and receive a reward. The reward, of course, is significantly larger than what you would receive by selling resources at the Black Market.

A specific example idea would be a secret prisoner exchange proposal: A race wants its prisoners back, but you can't do the normal prisoner exchange because you are below -100 with that race - for flavour, public opinion doesn't allow the government to make the deal. So the government contacts you in secret offering the exchange. You get less Credit than normal, but maybe a little influence (their government hates you less) and you get an option you wouldn't normally have.

REMOVE THE EITHER/OR OPTION ON QUESTS: Self-explanatory. With more quests, it becomes increasingly annoying to have to decide between options if the player actually has enough time to complete both/all of them. Just make sure the time allowed is balanced so that the player can't normally complete everything, and still has to make choices. But if he/she manages them all anyway, don't punish him/her!

ADD A QUEST PANEL: Aka, the Mercenaries' Hub. With more quests, the top of the screen is going to become pretty crowded. So give Quests their own screen. This could be accessed from the players Solar Map GUI, or for flavour from the Black Market. Also there was a suggestion a while back to rename Quests to something else; I suggest Mercenary Contracts. I just really love the "mercenary" flavour for the player (which is how the other races see him/her) and the way it contrasts with the player's actual goal.

Of course this is by no means an exhaustive list of what could be done with Quests, but hopefully these ideas are relatively easy to implement. Even so, they would IMO help to drive the player's actions a lot more and add more colour to the sandbox.
TagsNo tags attached.
Internal WeightNew

Activities

nas1m

May 16, 2014 9:25 am

reporter   ~0038139

Seconded. These are great ideas! Especially the way how already existing player options (e.g. dispatches) are turned into situational "new" options simply by providing an incentive to do a dispatch that would otherwise not be done in a given situation (including the opportunity cost that comes with it).

Love it = )!

Chris_McElligottPark

May 20, 2014 1:05 pm

administrator   ~0038209

This is a lot of suggestions in one, but in general the core thing being asked for isn't something I'm going for.

Specifically:

1. We may add some non-combat quests at some point, but they probably won't be called quests.

2. More than two quests at a time, or removing the either/or nature of quests, is not something I wish to do. Having an opportunity cost for quests in terms of having to do one or the other is exactly the point. Easy choices are boring choices, and "just do everything" is equally lame. ;)

3. A quest panel makes for yet another subscreen, whereas a big part of the point of quests is to provide a very binary, very easy, way for players to get some ideas on what to do right at the top of the screen at any time.

Issue History

Date Modified Username Field Change
May 16, 2014 7:15 am Ragwortshire New Issue
May 16, 2014 9:25 am nas1m Note Added: 0038139
May 20, 2014 1:05 pm Chris_McElligottPark Internal Weight => New
May 20, 2014 1:05 pm Chris_McElligottPark Note Added: 0038209
May 20, 2014 1:05 pm Chris_McElligottPark Status new => closed
May 20, 2014 1:05 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
May 20, 2014 1:05 pm Chris_McElligottPark Resolution open => won't fix