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31 Dec 2007, 00:19
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#1
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PA Team
Join Date: Oct 2003
Posts: 7,449
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Quests
I'd like to ask for suggestions for possible more 'advanced' quest ideas, predominantly for Round 26 onwards.
This round we've so far got a Beginner quest similar to the old quest system, which guides new players through most of the basic things.
However, more advanced quests would be more interesting for more experienced players.
An example already suggested is a branch that has something like:
"Land an attack and gain 100xp from it" 10k resources
"Land an attack and gain 500xp from it" 30k resources
"Land an attack and gain 1000xp from it" 50k resources
"Land an attack and gain 2000xp from it" 100k resources
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"Land an attack and gain 30000xp from it" 1mil resources
Things like this would need to be coded especially, for Round 26.
Also things like "gain 10 wave amplifiers and get (up to) unit scans completed for you", or "stockpile 5 mil of each resource and receive 3 free finance centres" for example, which is currently possible.
Whilst it's highly possible to have a more advanced quest setup for this round, I was more concerned with getting a basic system done and out. Therefore, whilst the code supports a fair amount of flexibility, it'll be Round 26 before it really gets race-specific quests and mutually exclusive quests.
I'd like ideas on possible ways of creating and organising the quests really - especially specifics. "Interactive quests" and so on are nice concepts, but details are far more appreciated!
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r8-10 RaH r10.5-12 MISTU
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31 Dec 2007, 01:33
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#2
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Registered User
Join Date: Jun 2004
Posts: 1,081
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Re: Quests
I'd like to see things such as temporary bonuses:
Your 20 Finance Centers have caused a boom in your economy. You will mine 5% more resources for 72 ticks.
After building your 20th Light Factory, your worker's union increases output by 10% for 48 hours.
Scientists from all around the universe have congregated in your Research Laboratories and have completed your current research.
And so on. Of course this can be abused, for example repeatedly having your buildings destroyed.
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Dynamic Salvage!
[16:10:34] <[lfc]stif|afk> "dont be the worst in your alliance, join CT. We have Arfy!"
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31 Dec 2007, 01:46
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#3
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: Quests
Easily avoided by only allowing each bonus one time per planet.
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The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
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31 Dec 2007, 01:59
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#4
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Retired
Join Date: Feb 2001
Location: The Back Porch Bar
Posts: 2,593
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Re: Quests
I like it
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I'd rather be fishing.
Utterly useless since r3
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31 Dec 2007, 02:06
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#5
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Registered User
Join Date: Jun 2004
Posts: 1,081
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Re: Quests
Quote:
Originally Posted by Mzyxptlk
Easily avoided by only allowing each bonus one time per planet.
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Obviously. No need in not pointing it out though.
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Dynamic Salvage!
[16:10:34] <[lfc]stif|afk> "dont be the worst in your alliance, join CT. We have Arfy!"
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31 Dec 2007, 02:10
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#6
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: Quests
So why point out it can be abused if the solution is so obvious.
__________________
The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
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31 Dec 2007, 02:10
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#7
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Registered User
Join Date: Jan 2001
Posts: 1,663
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Re: Quests
Quests should have a roleplaying feel, they shouldn't be as drab as "build a finance center"... "Done, you received 10k resource each". You can have exactly the same quest with different wordings "A famous economic analyst sent you a report pointing out the need for more finance centers"... "The population rushed to the new finance center to deposit their savings resulting in a significant increase in the government treasury".
Also I think quests involving other planets (attacks and such) should be directed to a special cluster (C100) populated with bot planets and bot fleets.
Advanced quests could be like this:
- "Our Scan Control has detected a faint signal in sector 100:2:1, they ask you to send a fleet to investigate"
- "The mission commander at 100:2:1 reports they have discovered a wrecked ship of unknown origin. After boarding the ship his team has retrieved a few strange artefacts which could be interesting"
- "After studying the artefacts from 100:2:1 our scientists are proud to announce it has boosted their research in travel propulsion".
note that the quest result in the 2 examples don't tell the precise result in term of bonus, the player will have to check the relevant page to see it. It would be better imho if the result could vary from a small benefit to a bigger one (maybe depending on how fast you achieved the quest).
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<smith> You're 15 and full of shit.
<Furious_George> no, im 22
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31 Dec 2007, 02:43
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#8
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Coder/Fixer/Lover/Winnah
Join Date: Nov 2007
Posts: 42
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Re: Quests
Quote:
Originally Posted by The Real Arfy
I'd like to see things such as temporary bonuses:
Your 20 Finance Centers have caused a boom in your economy. You will mine 5% more resources for 72 ticks.
After building your 20th Light Factory, your worker's union increases output by 10% for 48 hours.
Scientists from all around the universe have congregated in your Research Laboratories and have completed your current research.
And so on. Of course this can be abused, for example repeatedly having your buildings destroyed.
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i spy someone who plays civ a lot!
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31 Dec 2007, 03:57
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#9
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ROCK biatch
Join Date: Mar 2005
Posts: 92
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Re: Quests
Oh we gonna have quests back after soo many rounds of absence from the game?
I'll welcome their reintroduction to the game, I think it will be a step in the right direction...
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Insomniac
[VanX][ToF][xVx][PK][Subh][InS][Omen][Destiny][ROCK]
Proud to been a Member of Gal 1:6 R18
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31 Dec 2007, 05:16
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#10
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The BOFH
Join Date: Mar 2001
Posts: 463
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Re: Quests
Are these quests or tasks? Quests are supposed to tell a story along the way!
One thing which might be worth considering are quests which open up a path that is unavailable unless you complete it - something similar to research (it could use the research system). It could make things a bit more interesting.
Maybe you can't do the next level of ETA research until a fleet successfully attacks a planet. The ability to perform jumpgate probes could be disabled until you've done at least 5 news scans. Your miners could refuse to initiate more asteroids because you don't have the sufficient research.
It could become a more integrated part of the game.
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31 Dec 2007, 09:12
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#11
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Registered User
Join Date: Jan 2001
Posts: 1,663
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Re: Quests
I think there could be a whole branch of quests (call it Exploration Quests) open to planets with a certain amount of amps (at least 10 ?).
- dedicated scanners would have something fun to do
- non scanning planets would be encouraged to build some amps and scans for themselves
- dist whores would not be part of the fun
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<smith> You're 15 and full of shit.
<Furious_George> no, im 22
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31 Dec 2007, 09:53
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#12
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Retired
Join Date: Feb 2001
Location: The Back Porch Bar
Posts: 2,593
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Re: Quests
On that note, have a "branch" of quests for the dedicated covert-op planets too.
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I'd rather be fishing.
Utterly useless since r3
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31 Dec 2007, 10:34
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#13
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Registered Awesome Person
Join Date: Jul 2002
Posts: 5,676
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Re: Quests
Quote:
Originally Posted by GReaper
Maybe you can't do the next level of ETA research until a fleet successfully attacks a planet. The ability to perform jumpgate probes could be disabled until you've done at least 5 news scans. Your miners could refuse to initiate more asteroids because you don't have the sufficient research.
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There's absolutely no reason why we should use the quests feature to restrict what players can do with their planets.
On a general note, the only thing I have to say is that you should make multiple quest branches, much like the old research tech tree. Don't make it a one path quest system.
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Finally free!
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31 Dec 2007, 10:38
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#14
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PA Team
Join Date: Oct 2003
Posts: 7,449
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Re: Quests
The plan was to have quests being limited - either race specific, mutually exclusive to other quests, or perhaps also to have pre-requisits (thereby creating a tree).
For the sake of terminology, I've got major quests (e.g. the "Beginner" quest) and each one will have several sub-quests, with one reward per subquest.
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r8-10 RaH r10.5-12 MISTU
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31 Dec 2007, 11:07
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#15
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Registered User
Join Date: Jun 2004
Posts: 1,081
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Re: Quests
Quote:
Originally Posted by GReaper
Are these quests or tasks? Quests are supposed to tell a story along the way!
One thing which might be worth considering are quests which open up a path that is unavailable unless you complete it - something similar to research (it could use the research system). It could make things a bit more interesting.
Maybe you can't do the next level of ETA research until a fleet successfully attacks a planet. The ability to perform jumpgate probes could be disabled until you've done at least 5 news scans. Your miners could refuse to initiate more asteroids because you don't have the sufficient research.
It could become a more integrated part of the game.
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Unfortunately due to the way the game is played, and the first thing that springs to mind here are cathaar players that opt for a fast-as-possible CO attack over the CR rush, I don't think this would work.
Having said that, quests were introduced as a form of tutorial for beginner players - so wording "build a research laboratory so we can begin learning how to mine more asteroids", "now that we've got our science underway, lets start recycling some waste in a metal refinery" or something.
__________________
Dynamic Salvage!
[16:10:34] <[lfc]stif|afk> "dont be the worst in your alliance, join CT. We have Arfy!"
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31 Dec 2007, 11:08
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#16
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Registered User
Join Date: Jun 2004
Posts: 1,081
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Re: Quests
Quote:
Originally Posted by lenore
i spy someone who plays civ a lot!
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I used to
Fact is, PA is improving its micro-management, and Civ has already done it all so well. It would be a shame to not use it as inspiration.
__________________
Dynamic Salvage!
[16:10:34] <[lfc]stif|afk> "dont be the worst in your alliance, join CT. We have Arfy!"
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31 Dec 2007, 11:57
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#17
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Coder/Fixer/Lover/Winnah
Join Date: Nov 2007
Posts: 42
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Re: Quests
Quote:
Originally Posted by The Real Arfy
I used to
Fact is, PA is improving its micro-management, and Civ has already done it all so well. It would be a shame to not use it as inspiration.
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*hides her civ collection* i'm not geeky enough to play games like that
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31 Dec 2007, 11:59
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#18
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.
Join Date: Mar 2004
Posts: 3,382
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Re: Quests
a web browser text based form of a simplified civ 2/4 would basicaly be the best text based game ever
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31 Dec 2007, 12:11
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#19
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Registered User
Join Date: Jun 2004
Posts: 1,081
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Re: Quests
Quote:
Originally Posted by Mzyxptlk
So why point out it can be abused if the solution is so obvious.
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P.S. I actually said there's no need in not pointing it out, and questions usually end with a question mark.
__________________
Dynamic Salvage!
[16:10:34] <[lfc]stif|afk> "dont be the worst in your alliance, join CT. We have Arfy!"
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31 Dec 2007, 12:31
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#20
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: Quests
Oh right, I misread, sorry.
Appoco, I'd restrain the urge to make race-specific quests. In my opinion there are much better ways to decide which planets get which quests. Research and construction choices are two, government is another. Of course I'm one of the people who thinks races are more or less obsolete right now, and that this is a good thing, since they're basically just a second government (ignoring ship stats, which shouldn't be racespecific anyway).
__________________
The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
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31 Dec 2007, 14:00
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#21
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Registered User
Join Date: Jun 2007
Posts: 20
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Re: Quests
Ff that Quest system also applies to the battles there could be some interesting things like:
-Kill/Steal <amount> of Ships <shipname> and gain <resources>
e.g.
-Steal 10k Illusions and again 500k Resources
or
-Gain <amount> of Roids with ships only worth <value>
e.g.
-Gain 100 Roids with your ships only worth 100k Value
which encourages faking
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3 Jan 2008, 12:10
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#22
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Ent|lunch
Join Date: Oct 2006
Location: Liverpool
Posts: 539
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Re: Quests
Sounds good but at least make the more advanced quests a little bit harder..for example
Successfully fleet catch someone who is attacking a gal/allie mate
Successfully land 5 consecutive value increasing attacks
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[F-Crew] - You know when you've been [FC]uked
"Don't tell people how to do things, tell them what to do and let them surprise you with their results."
"Ars longa, vita brevis, occasio praeceps, experimentum periculosum, iudicium difficile"
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3 Jan 2008, 12:46
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#23
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Commodore
Join Date: Mar 2001
Location: Perth, Western Australia
Posts: 3,176
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Re: Quests
Those "more advanced" ones are perhaps better if they werent part of a linear "tree" - as you might find that you get stuck on the (eg) fleetcatch a gal/allie mate as a scanner, but you could land 5 consecutive attacks. or something along those lines.
means you dont get stuck trying to waste time building a PDS scanner
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"The Cake is a Lie."
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3 Jan 2008, 14:16
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#24
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Ent|lunch
Join Date: Oct 2006
Location: Liverpool
Posts: 539
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Re: Quests
true, they would be better as a separate progressive quest. Maybe even with increasing rewards for 5, 10, 15 consecutive landings. Make people think twice about crashing.
__________________
[F-Crew] - You know when you've been [FC]uked
"Don't tell people how to do things, tell them what to do and let them surprise you with their results."
"Ars longa, vita brevis, occasio praeceps, experimentum periculosum, iudicium difficile"
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