Went over the character limit in my last post, so I’m dedicating this one to the Quests section:
4. Quests
[spoiler]
Seeing as generating “meta-game” is a lot of calculations (based on KA101’s post regarding a power grid), most of the development in terms of settlements / facilities should be handled through PC quests. That said, a lot of the things I’m postulating make for decent handles for quests that are not centred around settlements nor facilities – will give a few examples once everything else is ready.
Obviously, some thought should be put into what quests could “pop up” for the PC (let’s say that a one-house settlement shouldn’t offer a ‘bring us 1000 iron ore’ quest), however, this is basically game-play optimisation. Ok, but shouldn’t there be something to be tuning in the first place ? Indeed, so let me go over the basic types of quests to go with the new system (keeping them rather dry for clarity):[/spoiler]
4.1 Settlement-related quests
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General info:
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Settlements may vary in size, however, only the largest should have a degree of self-sufficiency (although they might be running low on some non-essential goods). Therefore, they will need to acquire the necessary resources by sending out parties. When the PC strolls into a settlement (provided, it’s not a guns-blazing type of stroll), he/she is seen as an opportunity – why risk some of “our guys”, when a stranger can do the job dirt cheap ?
This could be implemented by a sequence of quests, but once the sequence ends, the settlement would become “just another trading post” to the player, to name one of the issues involved. Alternatively, different types of quests should be available from various citizens of the settlement (quartermaster -> scavenging / loot runs; senior guard -> scouting / extermination runs; leader -> facility / outpost quests etc.), with new ones being generated upon completion / failure of previously issued quests.
I’m not sure how this would work in terms of coding, but generating quests should keep things interesting, particularly if we could have them shift with the development of the settlement and actions of the PC. Another question is whether reputation for each settlement encountered by the PC could be tracked, or would it be too much memory / calculations to be worth it ?[/spoiler]
4.1.1. Quartermaster quests - scavenging
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General info:
The Quartermaster (or whatever he would be called in various settlements) will be typically found in some sort of storage area. Apart from stacks of goods and offering the opportunity to trade, he should be overseeing a bunch of supply quests, functioning as the interface for the scavenger quests.
Keeping to the “exploit the stranger” approach, the PC will be given quests that are not immediately urgent, but which will eventually “time out”, reflecting the fact that the settlement will have to dispatch its forces to get the stuff they are running too low on. Would it be possible to have rewards scale, depending on how fast the quest was accomplished (incentive for the PC to lead a travelling-supply-base lifestyle) ?
Quests:
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a. Not even Bob can build things from thin air !
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Win condition: Deposit a sufficient amount of the requested materials (Rocks / Nails / Two by fours / Heavy sticks / Logs / Bricks / Pipes / Rebar) in the supply crate, before the settlement’s forces are dispatched to solve the problem (5-7 days).
Fail condition: Time runs out / PC leaves the area (15+ overmap tiles away from the settlement ?).[/spoiler]
b. Citizens are running around naked !
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Win condition: Deposit textiles (clothes / rags / leather patches / fur pelts) in the supply crate, before the settlement’s forces are dispatched to solve the problem (3-5 days).
Fail condition: Time runs out / PC leaves the area.[/spoiler]
c. Hungry, hungry people, eh ?
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Win condition: Deposit food (non-rotten, non-tainted) in the supply crate, before the settlement’s forces are dispatched to solve the problem (1-2 days).
Alternate path: Visit another settlement that has a feud with the quest giver and turn the quest around into a ‘Poison them !’ - fill the crate with rotten / tainted food.
Alternate path2: Talk the Quartermaster / Cook into “Serving man !” by providing them with a few choice dishes…
Fail condition: Time runs out / PC leaves the area / Wrong type of food is supplied.[/spoiler]
d. Low on cans…
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Win condition: Deposit food (non-perishable – cans, dehydrated foods, etc.) in the supply crate, before the settlement’s forces are dispatched to solve the problem (3-4 days).
Fail condition: Time runs out / PC leaves the area / Wrong type of food is supplied.[/spoiler]
e. Pop goes the hammer !
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Win condition: Deposit tools (no power tools allowed) in the supply crate, before the settlement’s forces are dispatched to solve the problem (2-3 days).
Fail condition: Time runs out / PC leaves the area.[/spoiler]
f. Crafty blacksmith ?
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Win condition: Deposit salvaged metal (scrap metal / chunk of steel / lump of steel / sheet metal) in the supply crate, before the settlement’s forces are dispatched to solve the problem (4-6 days).
Fail condition: Time runs out / PC leaves the area.[/spoiler]
g. Gear head’s gearboxes aren’t gearing up…
[spoiler]
Win condition: Deposit requested vehicle parts (engines / batteries / wheels / seats / controls / gasoline tanks) in the supply crate, before the settlement’s forces are dispatched to solve the problem (6-10 days).
Fail condition: Time runs out / PC leaves the area.[/spoiler]
h. Lights out !
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Win condition: Deposit batteries / solar panels in the supply crate, before the settlement’s forces are dispatched to solve the problem (2-5 days).
Fail condition: Time runs out / PC leaves the area.[/spoiler]
i. Treading on a thread…
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Win condition: Deposit stringy material (sinews / plant fibres/ thread) in the supply crate, before the settlement’s forces are dispatched to solve the problem (4-8 days).
Fail condition: Time runs out / PC leaves the area.[/spoiler]
j. The age of glass ?
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Win condition: Deposit materials for glass blowing (broken glass / jars / bottles / cups) in the supply crate before the settlement runs out of resources (3-6 days).
Fail condition: Time runs out. PC leaves the area.[/spoiler]
k. Quack, the duct tape duck !
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Win condition: Deposit duct tape in the supply crate before the settlement tinker / mechanic figures out how to make them (3-4 days).
Fail condition: Time runs out. PC leaves the area.[/spoiler][/spoiler][/spoiler]
4.1.2. Quartermaster quests - hauling
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General info:
While scavenging can be a fun pastime, any survivor does a lot of it and may eventually consider a different scale to doing things. The idea is to scavenge, or rather, to haul whole pieces of furniture. Nobody wants you to be dragging that fridge all the way to the settlement by yourself, so why don’t you take advantage of that truck you were driving a moment ago ?
New vehicle part:
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Loading bay – added onto cargo spaces, serves as a container for any piece of one-tile “furniture”, allowing things, that would normally need to be deconstructed, to be transported.
Justification:
Simplifies base construction – instead of dragging the furniture to your base one piece at a time or building it from scratch, “bulk” amounts may be transported. Can be used in quests, particularly for stripping facilities of machinery. Can also serve looting purposes – transport of any usable and non-craftable furniture.[/spoiler]
These quests would utilise an “unloading area” in the Quartermaster’s area, where all the required furniture should be hauled to.
Quests:
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a. Kitchen kitten
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Win condition: Unload kitchen appliances (Refridgerator / Oven / Wood stove) before the settlement’s forces are dispatched to solve the problem (10-15 days).
Fail condition: Time runs out / PC leaves the area (25+ overmap tiles away from the settlement ?).[/spoiler]
b. Sitting Bull Standing Up ?
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Win condition: Unload comfortable furniture (Chair / Armchair / Sofa) before the settlement’s forces are dispatched to solve the problem (8-12 days).
Fail condition: Time runs out / PC leaves the area.[/spoiler]
c. Readers unrest !
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Win condition: Unload storage furniture (Dresser / Book case / Locker / Metal rack) before the settlement’s forces are dispatched to solve the problem (6-9 days).
Fail condition: Time runs out / PC leaves the area.[/spoiler]
d. For the children !
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Win condition: Unload entertainment systems (Arcade machines) before the settlement’s forces are dispatched to solve the problem (17-22 days).
Fail condition: Time runs out / PC leaves the area.[/spoiler]
e. For more children !
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Win condition: Unload operating tables and surgical arrays before the settlement’s forces are dispatched to solve the problem (20-25 days).
Fail condition: Time runs out / PC leaves the area.[/spoiler][/spoiler][/spoiler]
4.1.3. Quartermaster quests - crafting
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General info:
This should work similar to the scavenging quests, but instead of being able to find (most) stuff, the PC has to craft the required goods themselves. Unless the settlement is large, it shouldn’t have many people that can do medium-higher level crafting and may want to employ the PC for such ventures. That said, bigger settlements, having dedicated crafters should mainly issue scavenging / hauling quests, with the occasional crafting job being seen as a result of “our mechanics are too busy to deal with this stuff”.
Quests:
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a. Blow them away ! Silently.
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Win condition: Deposit pneumatic weaponry (assault rifle / bolt driver / other ?) in the supply crate before the settlement tinker / mechanic figures out how to make them (2-3 days).
Fail condition: Time runs out. PC leaves the area.[/spoiler]
b. Enforce reinforced glass !
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Win condition: Deposit reinforced glass (panes / sheets) in the supply crate before all the windows are broken (4-5 days).
Fail condition: Time runs out / PC leaves the area.[/spoiler]
c. Lights on ?
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Win condition: Deposit rechargeable battery mods / recharging stations in the supply crate before the settlement runs out of batteries (7-10 days).
Fail condition: Time runs out / PC leaves the area.[/spoiler]
d. Reflect on wires…
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Win condition: Deposit wire / barbed wire in the supply crate before the settlement tinker / mechanic finishes his current job (2-3 days).
Fail condition: Time runs out / PC leaves the area.[/spoiler]
e. What’s your 10-20 ?
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Win condition: Deposit radios / two-way radios in the supply crate before the settlement’s guards are all lost in the wilderness (4-6 days).
Fail condition: Time runs out / PC leaves the area.[/spoiler]
f. Clearing the area
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Win condition: Deposit chainsaws / jackhammers in the supply crate before the settlement tinker / mechanic figures out how to make them (6-8 days).
Fail condition: Time runs out / PC leaves the area.[/spoiler]
g. Well, well, well, aren’t we building a well ?
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Win condition: Deposit mechanical pumps / pickaxes in the supply crate before the settlement tinker / mechanic figures out how to make them (7-10 days).
Fail condition: Time runs out / PC leaves the area.[/spoiler]
h. Flooding …with light ?
Win condition: Deposit lighting elements (flashlights / floodlights / atomic nightlights) in the supply crate before the settlement goes dark (4-5 days).
Fail condition: Time runs out / PC leaves the area.[/spoiler][/spoiler]
4.1.4 Senior guard quests
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General info:
Senior guard / person responsible for the defence of the settlement should either be found on the perimeter walls or in some kind of headquarters - even if only a tent or so.
Quests:
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a. Patrol the perimeter (tiered)
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Win condition: Visit every overmap tile surrounding the settlement / Visit next perimeter.
Fail condition: Time runs out (2-4 days) / PC leaves the area.[/spoiler]
b. Scout the surroundings
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Win condition: Visit every overmap landmark tile in a radius of 5-10 overmap tiles from the settlement. Reward for each landmark scouted.
Fail condition: PC leaves the area.[/spoiler]
c. Exterminate infestation
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Win condition: Kill the requested number of creatures in the vicinity of the settlement.
Fail condition: PC leaves the area.[/spoiler]
d. Purge the invaders
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Win condition: Kill all nearby creatures affiliated with a nearby subprime “invader” (Fungal tower / Triffid heart / etc.) and destroy all spawning locations in the overmap tile.
Fail condition: Time runs out / Settlement is overrun / PC leaves the area.[/spoiler]
e. Escort specialists
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Win condition: Drive a spawned vehicle to several nearby locations while keeping its crew safe from harm.
Fail condition: Specialists killed / PC abandons the vehicle.[/spoiler]
f. Poison them !
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Win condition: Despoil the food supply of a rival settlement by introducing rotten / tainted consumables into the stockpile.
Fail condition: Time runs out (1-2 days) / PC leaves the area / Wrong type of food is supplied.[/spoiler]
g. Break the siege !
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Win condition: Travel to an outpost under attack by ferals and help the crew deal with several waves of attackers.
Fail condition: Outpost is overrun / PC leaves the area.[/spoiler]
h. Bogies sighted
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Win condition: Destroy a group of enemies that threatens the settlement before they get near it.
Fail condition: Monsters reach settlement tile / PC leaves the area.[/spoiler][/spoiler][/spoiler]
4.1.5 Doctor / healer quests
[spoiler]
General info:
Depending on the size of the settlement, the local doc might be just a survivor with a penchant for hygiene or a former member of the medical personnel. Regardless of background, he oversees the medical supplies of the settlement and is in charge of handling emergencies. As such, they will trade in medicine – particularly buying the non-craftable stuff and selling the craftable items. Liited healing should also be available (maybe with some chances of the treatment going wrong if the conditions aren’t too good ?) for a price.
In terms of interactions with the PC, the healer oversees the “medicine cabinet” – a drop off point for looting quests – and the “(makeshift) operating table” – serving as an interface for medical assistance quests. The latter should serve as an incentive to have the PC develop their first aid skill – with increasing skill, more complex types of surgery can be attempted for better rewards.
Quests:
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a. Banding for aid
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Win condition: Deposit bandages / bags cotton balls / first aid kids in the medicine cabinet before the settlement starts cauterizing wounds.
Fail condition: Time runs out / PC leaves the area.[/spoiler]
b. Like a pill !
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Win condition: Deposit the pills of life (Vitamins / Aspirin / Prozac / Ambien / Iodine tablets / Codeine / Tramadol / Adderall / Thorazine / Antifungal drugs) in the medicine cabinet before the influenza, common cold, unhappiness and company take down the settlement.
Fail condition: Time runs out / PC leaves the area.[/spoiler]
c. Bring me to life ?
[spoiler]
Win condition: Deposit stimulants (Caffeine pills / Nicotine gums / Caffeinated chewing gums / Chewing tobaccos ) in the medicine cabinet before the settlements falls asleep. Eternally.
Fail condition: Time runs out / PC leaves the area.[/spoiler]
d. Smells like tentacles
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Win condition: Deposit purifiers / purifier serums in the medicine cabinet before the settlement pops one tentacle too many.
Fail condition: Time runs out / PC leaves the area.[/spoiler]
e. Just a scratch
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Win condition: Treat a scratched up patient before he gets infected.
Fail condition: Time runs out / PC leaves the area.[/spoiler]
f. Senses tingling ?
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Win condition: Treat a patient with an infected wound before it kills him.
Fail condition: Time runs out / PC leaves the area.[/spoiler]
g. They just wanted a hug !
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Win condition: Save a patient mauled by monsters before he bleeds out to death.
Fail condition: Time runs out / PC leaves the area.[/spoiler]
h. The future is now
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Win condition: Implant a patient with a spawned CBM before he sticks the kit up the wrong orifice.
Fail condition: Time runs out / PC leaves the area.[/spoiler][/spoiler]
[/spoiler][/spoiler]
Run out of space again - quests continued in the post at the bottom of the page.