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Unread 31 Dec 2007, 00:19   #1
Appocomaster
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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
..
"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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Unread 31 Dec 2007, 01:33   #2
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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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Unread 31 Dec 2007, 01:46   #3
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Re: Quests

Easily avoided by only allowing each bonus one time per planet.
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Unread 31 Dec 2007, 01:59   #4
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Re: Quests

I like it
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Unread 31 Dec 2007, 02:06   #5
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Re: Quests

Quote:
Originally Posted by Mzyxptlk
Easily avoided by only allowing each bonus one time per planet.
Obviously. No need in not pointing it out though.
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Unread 31 Dec 2007, 02:10   #6
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Re: Quests

So why point out it can be abused if the solution is so obvious.
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Unread 31 Dec 2007, 02:10   #7
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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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Unread 31 Dec 2007, 02:43   #8
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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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Unread 31 Dec 2007, 03:57   #9
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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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Unread 31 Dec 2007, 05:16   #10
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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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Unread 31 Dec 2007, 09:12   #11
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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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Unread 31 Dec 2007, 09:53   #12
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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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Unread 31 Dec 2007, 10:34   #13
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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.
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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Unread 31 Dec 2007, 10:38   #14
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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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Unread 31 Dec 2007, 11:07   #15
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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.
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.
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Unread 31 Dec 2007, 11:08   #16
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Re: Quests

Quote:
Originally Posted by lenore
i spy someone who plays civ a lot!
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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Unread 31 Dec 2007, 11:57   #17
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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.

*hides her civ collection* i'm not geeky enough to play games like that
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Unread 31 Dec 2007, 11:59   #18
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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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Unread 31 Dec 2007, 12:11   #19
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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.
P.S. I actually said there's no need in not pointing it out, and questions usually end with a question mark.
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Unread 31 Dec 2007, 12:31   #20
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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).
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Unread 31 Dec 2007, 14:00   #21
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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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Unread 3 Jan 2008, 12:10   #22
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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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Unread 3 Jan 2008, 12:46   #23
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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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Unread 3 Jan 2008, 14:16   #24
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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.
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