4.1.6 Leader quests
[spoiler]
General info:
The boss (or bosses, if a settlement is particularly large) is the one deciding on all the most important issues and, as such, enjoys the highest level of protection a settlement can offer (which may be either rather impressive or not quite so, depending on how was he faring up to the point). Want to nab a facility ? Raid the raiders’ stronghold ? Dig out that pesky slime pit ? This is the person you need to make it happen.
IMHO, the leader should be reserved for the highest tier of settlement quests – things that actively affect the world (in the general vicinity of the settlement at least) and may well decide on whether the area will be “tamed” or overrun, such as the capture of facilities, establishment of outposts / waystations and directing large-scale actions against the invaders / other settlements. This could eventually lead to having dynamic faction-relations and diplomatic networks, but let’s not get carried away …too much.
In terms of PC interaction, the leader oversees the “tactical map” – a piece of furniture containing a map of the immediate area with quest notes being marked on it for the PC to copy onto their own map. The tactical map might not be fully accurate (can we do that ?) or have areas of ‘terra incognita’, but will balance this with accurate information about current troop deployments and applicable radio codes (if the PC has a two-way radio and are in excellent standing with the settlement, they might call for backup if any troops are close by).
Quests:
[spoiler]
a. Extending our reach
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Stage1 win condition: Scout the construction site and exterminate all monsters in the vicinity (1 overmap tile radius ?).
Stage1 fail condition: Time runs out / PC leaves the area.
Stage2 win condition: Secure the perimeter for the construction site by deploying (spawned) turrets / traps.
Stage2 fail condition: Time runs out / PC leaves the area.
Stage3 win condition: Deposit building materials (spawned or to be scavenged) at the construction site.
Stage3 fail condition: Time runs out / PC leaves the area.
Stage4 win condition: Escort work crew (in a spawned vehicle) to construction site.
Stage4 fail condition: Time runs out / PC leaves the area / Crew is killed / Vehicle is abandoned.
Stage5 win condition: Protect the crew and construction site from the initial waves of enemies until settlement troops are deployed.
Stage5 fail condition: Site is overrun / Crew is killed / PC leaves the area.
Stage6 win condition: Supply construction site with more building materials.
Stage6 fail condition: Time runs out / PC leaves the area.
Stage7 win condition: Return to the settlement and inform the leader(s) about the outpost being completed.
Stage7 fail condition: Time runs out / PC leaves the area.[/spoiler]
b. Cherish you neighbour
Stage1 win condition: Scout a route to a nearby settlement and establish relations.
Stage1 fail condition: Time runs out / PC leaves the area / Target settlement becomes hostile (as a result of botched negotiations or a hostile act by the PC).
Stage2 win condition: Secure the new route and place markers for the caravans to follow (can we have a drop-item-in-a-tile-and-make-a-checkpoint system ?).
Stage2 fail condition: Time runs out / PC leaves the area.
Stage3 win condition: Show off by depositing a batch of goods at the target settlement
Stage3 fail condition: Time runs out / PC leaves the area / Goods are abandoned or damaged.
Stage4 win condition: Escort merchants (in a spawned truck) to the target settlement and back home.
Stage4 fail condition: Time runs out / PC leaves the area / Merchants are killed / Vehicle is abandoned / Vehicle strays from the route that was laid out earlier.[/spoiler][/spoiler]
4.2 Facility-related quests
4.3 General quests