Quest and events MEGATHREAD

Started by Play2Jens, May 10, 2017, 07:01:26 PM

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Play2Jens

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 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:


  • Title of the quest/event
    Type of event: (quest, local map event or world event)
    Ease of implementation: (how easy it is to implement the event to the game: easy, moderate or hard)
    Summary:
    Reward/consequences:

I'm looking forward to hear your submissions!

Play2Jens


Play2Jens

#2

      • Wedding of an allied faction
        Type of event: Quest
        Ease of implementation: Easy
        Summary:
        An allied and nearby settlement is having a wedding feast for one of their important pawns. You received an invitation to attend it. You can complete the quest by sending over any numbers of pawns.
        Reward/consequences:
        - Faction goodwill with the host
        - Little Faction goodwill with other attending factions
        - Food (leftovers from the feast)
        - [Optional] Other gifts being send over with droppods



      • Group of injured travelers
        Type of event: Event
        Ease of implementation: Easy
        Summary:
        A group of injured travelers has entered your map. You have no idea what happened to them. If you treat them and they successfully leave your local map, their faction will be happy with you.
        Reward/consequences:
        - Faction goodwill
        - [Optional] Reward being send over with droppods


      • Hitman
        Type of event: Quest
        Ease of implementation: Moderate
        Summary:
        A faction radios you that they need you to wack a certain pawn. This pawn the pawn is taking refuge on a tile not far from your base. They refuse to tell you what he did wrong.
        You can send over a squad to kill him (and possible henchman). When you arrive to the tile, a local map is generated with a wooden cabin and 1 or more pawns. There is a x% chance that a new message will pop up, where the victim will explain what went wrong and pleading not to kill him.
        Reward/consequences:
        When you kill the pawn(s)
        - Faction goodwill
        - Reward being send over with droppods
        OR when you spare them
        - Faction badwill
        - Chance of the pawn joining you.


      • Clash on the road
        Type of event: Caravan encounter
        Ease of implementation: Easy
        Summary:
        During a caravan, there is a really small chance that you encounter an allied faction having a stand-off with an enemy faction. The pawns are nicely lined up opposed to each other, taking cover behind objects and shooting at each other with low quality guns. The player can either chose to get involved or move on (by moving his pawns to the border of the map).
        Reward/consequences:
        IF the player intervenes
        - Faction goodwill with the surviving group
        - Loot
        - The risk of getting injuries
        IF the player doesn't intervene
        - Faction badwill with the allied faction


      • Unfortunate fellow
        Type of event: Caravan encounter / Quest
        Ease of implementation: Easy
        Summary:
        During a caravan, you encounter a deceased pawn. He was carrying a note, which leads to a treasure
        chest nearby. It will be marked on the world map. The player can make a small detour to retrieve it.
        Reward/consequences:
        - Loot
        - Food to compensate the detour


      • Unfortunate delivery guy
        Type of event: Caravan encounter / Quest
        Ease of implementation: Easy
        Summary:
        During a caravan, you encounter a deceased pawn. He was carrying a valuable item and a note saying it has to be delivered to a nearby settlement. Take it and keep it or take it to the settlement for a reward
        Reward/consequences:
        IF you keep it
        - The item (duh)
        - The settlement will never know you took it.  :-X
        IF you take to the settlement
        - Faction goodwill
        - Reward being send over with droppods
        - Food for the caravan to compensate the detour


milon


  • Request for backup
    Type of event: Quest
    Ease of implementation: Moderate?
    Summary: A friendly faction contacts you and asks for backup in an upcoming military strike against one of their enemies (could be an enemy faction, a friendly one, or even a previously unknown faction). The event has a timed window (ie. within the next xx days), and happens at a given world site that you'd have to "caravan" to.  The map would be small to medium in size, randomly generated.
    Reward/consequences: Helping increases goodwill with the faction, maybe lowers trading costs too.  Not helping has the opposite effect.


  • Hidden Camp
    Type of event: Caravan encounter
    Ease of implementation: Easy to Moderate
    Summary: While caravaning across the world map, you have a small chance to stumble upon a hidden camp site.  If the faction is neutral or friendly, you can trade for some really great gear/art/etc - expensive, but worthwhile.  If the faction is hostile, they ambush you as you pass by.  I suggest that these "hidden camps" be generated at world creation.
    Reward/consequences: Lots of LOOT - as long as you don't die ;)

A Friend

#4

  • Tempting Offer
    Type of event: Local
    Ease of implementation: Easy (I hope?)
    Summary:
    A trader arrives without any merchandise on him. He offers a "sweet" deal with you. You can get X amount of a valuable resource (Plasteel/Gold/Equipment/Food) for a "low" price of X. Odd thing is that you don't receive it immediately. The trader promises that it will arrive in about a week.
    Reward/consequences: 
    Options - You take the deal, you don't, or you shoot the guy.
    Outcomes - 1. The shipment arrives, 2. A different batch of resources arrives (Steel instead of plasteel), or 3. nothing arrives at all and you get a message about how the colonist that interacted with the trader felt scammed, suffering a minor mood debuff. "I've been bamboozled!" -10
    Bonus:
    The faction the guy is from will determine the outcome. Outlanders are more likely to come back but can make mistakes. Pirates will usually just scam you. And tribals... tribals, due to language barriers may misinterpret your words or use weird names for items. Here's an entertaining example: A tribal wishes to trade a shipment of "Boom Booms". Players may think, "Neat, artillery shells". Then about a week later, they send a bunch of boomrats and boomalopes to your base.


  • Part 1. Unwanted Visitors
    Type of event: Local
    Ease of implementation: Easy
    Summary:
    First part of a major quest. A group of heavily armed raiders confront you early into the game. They outnumber you 1 - 10. The raiders offer you a deal: You get to live another day if you give them X amount of food/medicine/captured people/valuable resources at the end of every season.
    Reward/consequences:
    IF you take it:
    - Triggers the second part of the quest.
    - They tell you what they expect to be given next season and the approximate amount and then promptly leave you be.
    IF you don't take it:
    - They ask whether or not you're sure in a very threatening tone.
    IF you refuse further:
    - They become instantly hostile and act like a normal raid.
    - You're likely to lose this fight, but should you win. You must capture and interrogate one of them. Only then will you skip to Part 3.


  • Part 2. Taxes
    Type of event: Long-term event
    Ease of implementation: Easy (Maybe?)
    Summary:
    At the end of each season, a smaller group of raiders arrive with muffalos to take the goods you offered and notify you of what they expect to see next time. With each season, the demand will get higher and higher until confrontation occurs.
    Reward/consequences:
    IF you continue to give them resources:
    - After a while, one of two events will occur. A. One of your pawns will get sick of it and ask you to fight back. B. A weaker pirate group that are rivals of the raiders will come and offer help.
    - You'll start to lack certain resources and be more vulnerable to danger.
    IF you fail to give them resources:
    - Their demand for next season becomes much higher.
    - Fail a second time and each the raiders will take whatever valuables you got.
    - Fail a third time they'll critically injure the colonist talking to them. They'll leave you for a while then come back in a very huge siege.
    IF you attack them:
    - They'll leave you for a while then come back in a very huge siege.
    - The "Fight Back" quest triggers.


  • Part 3-A. Fight Back
    Type of event: Quest
    Ease of implementation: Moderate (Maybe?)
    Summary:
    Should you agree with the colonist or fight off the collectors. They'll tell you their plans to defeat the raider group.


    • [Required] Capture one of the raiders and interrogate them to know where their base is.
    • [Optional] You'll need to go convince a minimum of 3 allied camps for help. You can also go to pirate camps that are rivals of the group and ask them for help though they may refuse.
    • [Optional] Have at least "X" amount of food for the journey.
    • [Optional] Have at least 2 pack animals.

    Once you have their location, you can call your allies to gather to your base in preparation and then go together to attack their base. Be warned that the base will be a lot tougher than your typical pirate base.
    Reward/consequences:
    IF you win the assault on the raider base:
    - The raiders will no longer bother you.
    - You get to pick up really high quality loot. Be fast though as the other factions will go take their share as well.
    - A party will be held when you get back home. Some of your allies will come along to celebrate with you.
    - Your current colonists will receive a permanent +15 mood bonus. Although further recruited colonists won't have the bonus.
    - Relations with the participating factions will highly increase. Even the pirate faction.
    - The quest ends.

    IF you lose the assault on the raider base or don't attack their base after capturing one of them:
    - They'll no longer demand things from you.
    - After a few days, they will assault your base with a raiding party that's a lot tougher than the usual pirate raid.
    IF you successfully defend yourself:
    - Groups of them will appear in the world map and target your caravans when they get near.
    - They'll continue to send raids until you defeat their main base.


  • Part 3-B. The Enemy of my Enemy
    Type of event: Quest
    Ease of implementation: Moderate (Maybe.)
    Summary:
    A pirate group has been observing your colony and your newfound landlords. They hate these guys as much as you do and offered to help you take them down. But they their group lacks the necessary firepower to do so. They propose to raid some nearby camps to get supplies.


    • [Required] Help them loot 3 designated bases.
    • [Required] Capture one of the raiders and interrogate them to know where their base is.
    • [Optional] Have at least "X" amount of food for the journey.
    • [Optional] Have at least 2 pack animals.

    Same as before: Once you have their location, you can call your allies to gather to your base in preparation and then go together to attack their base. Unlike "Fight Back" though, your pirate allies will be a lot stronger and will be packing rocket launchers.
    Reward/consequences:
    IF you accept their deal:
    - The quest starts.
    - The pirate group will become your temporary allies and can be called upon for help with raiding.
    IF you refuse their deal:
    - They leave and "Fight Back" will trigger sometime later.
    IF you win the assault on the raider base:
    - The raiders no longer bother you.
    - Loot!
    - Your pirate allies will beat to death or execute any incapacitated raider.
    - The pirate group will become your permanent allies and can be called upon for help with both defense and raiding. You can trade with them too.
    - Your current colonists will receive a permanent +15 mood bonus. Although further recruited colonists won't have the bonus.
    - A party will be held when you get back home. Some of your allies will come along to celebrate with you.
    - The quest ends.

    IF you lose the assault on the raider base or don't attack their base after capturing one of them:
    - Same with "Fight Back"
    - Your pirate allies will be wiped out from the map.
    IF you successfully defend yourself:
    - Same with "Fight Back"


Whew, that's a lot of words and typing. I'll be back to suggest more later. Something something glitterworld expedition teams
"For you, the day Randy graced your colony with a game-ending raid was the most memorable part of your game. But for Cassandra, it was Tuesday"

Squiggly lines you call drawings aka "My Deviantart page"

Play2Jens

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.


Play2Jens


  • King Louie
    Type of event: Quest
    Ease of implementation: Moderate/hard (needs King Louie sprite)
    Summary:
    An allied faction tells you that a group of primates has been bothering their settlement for a long time. It is being lead by one massive primate, which seems to be more intelligent than the average primate. The faction asks you to eradicate them.

    Your colony sets out a caravan to the given coordinates to find stone ruins infested with neutral monkeys. When your group enters the room at the end, they encounter the massive primate. A new message pops up which reads: "Need human help. Teach to build fire and we give treasure."

    Now you have the option to either build a few torches in the room (knowing they will use it against your allies), back off or kill them all.

    Reward/consequences:
    IF you decide to build the torches:
    - A lot of silver, gold and berries will appear out of nowhere in one of the rooms in the ruins
    - You'll suffer a lot of badwill with the faction
    IF you decide to attack the primates
    - A smaller reward is send to your colony
    - Goodwill
    IF you do nothing
    - Nothing happens

King of the primates, sitting on his throne, living the life.


Admiral Wily


  • Dilapidated Chemical Plant is on Fire!
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.

Neotic



  • Abandoned Weapons Factory
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)"


  • 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)
BRAIN-OVERLOAD

A Friend


  • Nearby Mechanoids
    Type of event: Local
    Ease of implementation: Easy (?)
    Summary:
    A horde of mechanoid war machines is passing by your colony. They don't notice you yet. Turn off all the electrical equipment you have before they spot you.
    Reward/consequences:
    IF you don't turn off your appliances in time:
    - You get a red envelope warning you that they've become hostile.
    - They act like a normal raid and attack you.
    Also:
    - If they spot any human pawn, they will attack them and then continue leaving afterwards.


  • Relics of the Lost
    Type of event: Quest
    Ease of implementation: Moderate to Hard (?)
    Summary:
    You discovered a camp of Glitterworld Researchers. Assuming they trust you, you ask them what they need. Lacking manpower and knowledge about the land, they give you the task of collecting 4 ancient relics scattered around the region.

    - One is being worn like a trophy by a pirate boss inside his fortress.
    - One is being worshiped as a godly figure in a large tribal village.
    - One is buried beneath an ancient catacomb infested with bugs and booby traps.
    - One is in a rusty space ship being guarded by a swarm of mechanoids.

    You're free to choose which one you'd tackle first.
    Reward/consequences:
    With each relic delivered, you are given a special item:
    - A docile Mechanoid armed with a charge blaster.
    - Three experimental personal shields which allows the wearer to shoot through.
    - Glitter-Tech turret schematics (Think charge rifle turret.)
    - Medical Casket schematics (Cryptos which heals and cures the ailments of the pawns after a period of time.)
    After completing the quest:
    - The camp is grateful for your efforts and would be in your debt. You can call them for help with defenses and they'll arrive fully geared with power armors, charge rifles and a couple of mechanoids.
    - They'll provide you with spare power armors and charge rifles if you ask them. You can ask again at the start of every season.
"For you, the day Randy graced your colony with a game-ending raid was the most memorable part of your game. But for Cassandra, it was Tuesday"

Squiggly lines you call drawings aka "My Deviantart page"

Admiral Wily


  • Tainted Water!
Type of event: Caravan event
Ease of implementation: Easy
Summary: One or more of your pawns have consumed tainted water!
Reward/consequences: Dysentery

mumblemumble


  • Cry for help
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.



  • A viral mindset
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.
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

KarpatMan

#12

  • Radio Broadcast
    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 ;)

KarpatMan


  • Celebrating Death
    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 ;)

A Friend

#14

  • Last Stand
    Type of event: Quest
    Ease of implementation: Moderate (?)
    Summary:
    It starts with a text box informing you of a small compound nearby, where corpses litter the map. The remaining survivors inform you that they're being continuously attacked by a large (Pirate/Tribal/Mechanoid) force and have suffered heavy casualties. They'd leave if they could but they have no way to transport the wounded. They beg you to help them. But you've gotta act fast as you hear the enemies coming closer and closer.

    You've got 3 options:

    • You help treat and evacuate the wounded to an allied settlement (or your own if you're feeling like recruiting) while the defenders buy you time.
    • You help with the defense against 3 waves of large enemy groups coming from multiple directions. Increasing in numbers each wave.
    • You do nothing at all and leave them to their fate.
    • Rob them of their supplies while they're busy fighting.
    Reward/consequences:
    IF you successfully help evacuate:
    - Bringing them to an allied settlement will boost your relations with them.
    - Bringing them to your own camp will give you a slight boost in relations with the factions. As a bonus, once fully healed, some of them may ask to join you.
    IF you successfully repel off the attackers:
    - The settlement would become your ally from now on.
    - You are rewarded with all the valuables they have left. (Silver, Gold, etc.)
    - Some of the surviving defenders will ask to join your colony.
    - Loot from the enemy corpses.
    IF you do nothing:
    - Any pawns present in the caravan will suffer guilt -8, lasting for a week. Except psychopaths.
    - The settlement would be wiped out of the map after a couple of hours.
    IF you rob them:
    - If the defenders survive the waves, they will become hostile to you.
    - Any pawns present in the caravan will suffer guilt -15, lasting for a week. Except psychopaths.
    - Loot.
    Extra:
    - Trying to evacuate the wounded without treating them first would cause them to bleed out sometime along your travels.
    - You can scavenge the corpses around and then leave them to fend for themselves.
"For you, the day Randy graced your colony with a game-ending raid was the most memorable part of your game. But for Cassandra, it was Tuesday"

Squiggly lines you call drawings aka "My Deviantart page"