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RimWorld => Ideas => Topic started by: Play2Jens on May 10, 2017, 07:01:26 PM

Title: Quest and events MEGATHREAD
Post by: Play2Jens on May 10, 2017, 07:01:26 PM
Quest and events MEGATHREAD

Premises
As you may all know, A17 implements a quest system. So far, there are only 3 quests (Caravan request, Raider Outpost and Item Cache). I guess the devs also added a few new events. These things gives the game more dept and makes for good storytelling. I'd like to open this thread for everyone who can suggest a quest or event which is will be realistic enough to implement for future alphas.

How?
Inspired by this (https://ludeon.com/forums/index.php?topic=9755.0) thread, it would be nice to give an overview for each proposed quest/event. A good way to tackle this is to get inspiration form existing RPG's and movies/books. It's also a way to implement a bit more positive events in the game. The format would be:


I'm looking forward to hear your submissions!
Title: Re: Quest and events MEGATHREAD
Post by: Play2Jens on May 10, 2017, 07:02:00 PM
Best of the best

Reserved
Title: Re: Quest and events MEGATHREAD
Post by: Play2Jens on May 10, 2017, 07:15:18 PM
Title: Re: Quest and events MEGATHREAD
Post by: milon on May 11, 2017, 07:26:03 PM

Title: Re: Quest and events MEGATHREAD
Post by: A Friend on May 12, 2017, 01:15:17 AM





Whew, that's a lot of words and typing. I'll be back to suggest more later. Something something glitterworld expedition teams
Title: Re: Quest and events MEGATHREAD
Post by: Play2Jens on May 12, 2017, 05:18:27 PM
Quote from: milon on May 11, 2017, 07:26:03 PM
Hidden Camp

I really like this idea. It's all mysterious... Why didn't it show up on your world map before? What are they doing here, so far from their from their base? [Plays mysterious music in the background] Anyway, you don't care if it also benefits you.

Quote from: A Friend on May 12, 2017, 01:15:17 AM
Tempting Offer

Yes, reminds me of one of an event in FTL: Faster than light you get where you can purchase an unknown weapon from a pirate. 30% chance they ripped you off and you get nothing, 30% it's not worth it, 30% it's a sweet deal.

Quote from: A Friend on May 12, 2017, 01:15:17 AM
Part 1. Unwanted Visitors ...

Yes! I would love to see an event which takes place over a longer period of time. This one heavily influences the first 10-20 hours of your game, since it limits growth a lot and makes it feel so different story wise.

Title: Re: Quest and events MEGATHREAD
Post by: Play2Jens on May 12, 2017, 05:43:38 PM

(http://i64.tinypic.com/dynoqq.jpg)
King of the primates, sitting on his throne, living the life.

Title: Re: Quest and events MEGATHREAD
Post by: Admiral Wily on May 13, 2017, 04:38:59 AM
Type of event: Caravan encounter
Ease of implementation: Hard?
Summary: Your caravan encounters an old chemical plant that is on fire you can either Attempt to fight the fire or Ignore it.
Reward/consequences: If you ignore it a toxic fallout event is imminent. If you chose to fight it and are successful prevent the toxic fallout event form happening for x amount of time and possibly find Meds/Drugs or supplies to make Meds/Drugs however fighting the fire is not with out risk as chemical plants that are on fire can be a tad bit on the explodey side also not to mention the risk of being exposed form said chemicals.
Title: Re: Quest and events MEGATHREAD
Post by: Neotic on May 13, 2017, 06:16:39 AM

Type of Event: Quest
Ease of Implementation: Moderate
Summary: After deconstructing a ship chunk there is a 5% chance of triggering this event. If triggered this message would pop up:
"This ship chunk seems to have recorded the location of a uninhabited weapons factory nearby"
it could then be marked on the map permanently or dismissed
Rewards/Consequences:
Cheap basic guns and little steel and components.
20% Chance of triggering "Abandoned Weapons Factory(B)"

Type of Event: Quest
Ease of Implementation: Easy-Moderate
Summary: After entering the building this would trigger
"It's a trap! raiders are dropping in on top of us!"
Rewards/Consequences: Attacked by 2-5 raiders

(note: These would be mostly for early game)
Title: Re: Quest and events MEGATHREAD
Post by: A Friend on May 14, 2017, 01:35:41 AM

Title: Re: Quest and events MEGATHREAD
Post by: Admiral Wily on May 14, 2017, 05:24:19 AM
Type of event: Caravan event
Ease of implementation: Easy
Summary: One or more of your pawns have consumed tainted water!
Reward/consequences: Dysentery
Title: Re: Quest and events MEGATHREAD
Post by: mumblemumble on May 14, 2017, 11:09:18 AM
Event type: Quest
Ease of implementation: medium
Summary: A colony reeling from an attack, illness, natural disaster, or other event makes a cry for help, asking for medical aid, food, and other supplies.
Reward/Consequences: Providing aid provides a small - large faction bonus, and possibly a reward in supplies months later, once the colony recovers. Reward, both in relationship, and supplies later are proportional to supplies granted, and is usually a somewhat net profit, assuming you can make the trip. Accepting the quest and not following through will effect relationship with the faction negatively.


Type of event: Quest
Ease of implementation: hard
Summary: A call through the comms system is made by a cyborg seeking help : hurt by a virus which is driving him insane through his cybernetic implants, controlled by mechanoids. He asks you to find and enter the hidden bunker where he is, with a qualified researcher (can be anyone, but higher level is a higher success rate) to try and cure the virus. Bunker has dangerous animals and mechanoids in it, and you must fight your way to the cyborg pawn, who has put himself in a cryo pod.
Reward/Consequences: Bunker has lots of useful materials inside, mechanoid corpses, and other loot to pick and choose, within the limits of what you can carry. Also, assuming you keep the researcher alive and well till you find the cyborg, you can cure the virus, and he becomes a colonist out of gratitude for saving his life. If the researcher dies, OR if you get a bad dice roll, the cyborg (equipped with full bionics, pain stopper, ect) goes crazy and tries to kill you, preferably in a cramped room, with a melee weapon. Essentially a very high risk, very high reward mission, with a high chance of the caravan wiping out, but with lots of high tier loot if successful.
Title: Re: Quest and events MEGATHREAD
Post by: KarpatMan on May 14, 2017, 11:11:05 AM
    Type of event: Caravan quest
    Ease of implementation: Easy-Moderate
    Summary:
    While traveling one of your colonists discovers a radio broadcast with a prerecorded message.
    Dwellers of a war shelter nearby are attacked by insectoids and they are trapped with little supplies left. They request help and assistance.
    Reward/consequences:
    If you won`t get to the shelter in time (your caraven has from 3 to 6 days) you would only find a base in a mountain with corpses, insectoids and some weapons, drugs, medicine and materials.
    If you arrive to the shelter in time there are Two possible Rewards/consequences:
    A you help dwellers kill all insectoids and they reward you with weapons, drugs, medicine and materials. Because they don`t have a home now, some pawns that survive could join your colony.
    B you failed to help dwellers, all of them are dead. You could still get some valuable loot.
    There is also a third outcome of this quest: you reach shelter only to find deceased corpses of dwellers and a gigantic number of insectoids. You could still try to loot some weapons, drugs, medicine and materials.

From author: I am so excited that I found this discussion, expect more quests from me soon ;)
Title: Re: Quest and events MEGATHREAD
Post by: KarpatMan on May 14, 2017, 11:53:02 AM
    Type of event: Colony quest
    Ease of implementation: Easy-Moderate
    Summary:
    Your allied faction is celebrating death of enemy faction`s leader. They sent an invite to come to any base of their faction to celebrate.
    Reward/consequences:
    You could ignore the invitation or send any number of pawns to any base of celebrating faction(celebration ends in 3-5 days). Ignoring does nothing. Sending does the following :
    - Faction goodwill
    - Bad goodwill of faction which`s leader died
    - [Optional] You could gift some valuable presents to the colony for extra goodwill
    - [Rare] One of your pawns that was celebrating got drunk and arrested. You could wait for a few days or pay to let him free.
    - [Very Rare] Colony was attacked in the middle of the celebration by mercenaries from faction which`s leader died. It generates a little map with hostile mercenaries and a small part of town. You could try to escape or fight.

From author: sorry for copying your wedding idea Play2Jens, but I was thinking` that more celebration quests would make Rimworld feel more alive. I will try to post as frequent as possible ;)
Title: Re: Quest and events MEGATHREAD
Post by: A Friend on May 14, 2017, 12:02:40 PM
Title: Re: Quest and events MEGATHREAD
Post by: Play2Jens on May 18, 2017, 11:08:13 AM
Title: Re: Quest and events MEGATHREAD
Post by: Goliat on May 18, 2017, 03:57:05 PM
A Dedicated Temple
Type of event: Quest
Ease of implementation: Hard(When Everything will be Implemented)
Summary:
    What Triggers it?:                       Talking to a Tribal Prisioner or having Tribal Guests. The chance would be low.
    What Happens when it Triggers?: A Message appears Telling you about a Temple dedicated to a unknow Deity which could possible hold a LOT
                                                    of Treasure including:Gold,Plasteel,Steel(,Legendary Grand Statues) and maybe otherthings. It will mark a
                                                    spot on the map near a Tribe and when a Caravan arives there will be a very Fertile map,
                                                    with(Obviously)a Temple on it. This Temple can be inhabited by:
                                                     -a Tribe
                                                     -Insectoids or
                                                     -Mechanoids
                                                    Depending on the Thread present a Message will apear informing you about the possible gains from Looting.
                                                    but also the Dangers and risks that will await you when you try to do so.
                                                    When you face a Tribe and you attake them you will have a badwill and they become Hostile               
                                                    towards you, on the other hand if the Temple was Occuipied by Insectoid or Mechanoids and you kill all of         
                                                    them a Message from the Tribe will apear thanking you for the help at regaining the Temple but also asking
                                                    you to not take anything with you and Leave the Temple. If you don´t take any of the Items and Leave within
                                                    about 5 Days you will get a high reputation bonus and the Faction (if they still were) will no longer be Hostile
                                                    towards you, but if you take any of the Items or stay Longer then 5 days you will instantly lose all of your
                                                    goodwill and they will raid the Temple every few days as long as you don´t destroy the Village nearby or
                                                    leave the Temple.

Btw: It would be best if the Player had the Option to found a new Colony on the Temple map it could then also create other Events like Pilgrims comming
to your Colony to Worship there Deitys (as Long as you didn´t change the "Holy Room" or something like that)

Title: Re: Quest and events MEGATHREAD
Post by: Winsenkiller on May 07, 2018, 08:34:22 AM
Those ideas as a mod would be pretty awesome...
Title: Re: Quest and events MEGATHREAD
Post by: Jackalvin on May 08, 2018, 10:51:13 AM
Space Junk
Type: Quest
What is it: A mid-game dungeon event thingy
It starts when all of a sudden you get a 'eclipse'. Standard right? However, when inspecting the popup, moon is replaced by space junk, how odd mmmmm...
It will last a few days, before you get another popup, but the non cancel-able, like the chased one. It reads:
"A representative of -friendly nearby town here- appears. They say the space junk's not going away anytime soon. You all can wait it out, or storm a ancient orbital defense facility. Rumors say it was infested by some dark force..."
2 options will appear, as well as a third if you have orbital artifacts.
-Wait it out, and for a year have an eclipse.
-Storm the place, face insects, and use components to repair systems
-(secret) use orbital strike to instantly clear it.
Title: Re: Quest and events MEGATHREAD
Post by: jasiek0202 on May 16, 2018, 08:12:52 AM
[/size]
Type of Event: Quest
Ease of Implementation: Easy - Moderate
Summary:
You detected a space ship crashing on a tile not too far from your base. You don't know what you may find there, or if someone else will also be trying to loot it...
Rewards / Consequences
BUT