Post by wormholewillie on Jan 25, 2011 21:46:31 GMT -5
The contract system is a great way to grind out the XP, money, and faction. I'd like to see some quests, as well.
Progressive (multi-stage) quests with storylines, that result in unique upgrades/ships/officers/bonuses.
e.g., one quest for each of the 5 pieces of the awesome reward, and a culminating quest to assemble/install it.
Quests that have rewards that benefit multiple classes, with perhaps differing ways for each class/archetype to complete the quest.
e.g., incredible stealth upgrade with paths for exploration, smuggling, and piracy to complete the quest for it.
Maybe some quests are one-shot deals, and can't be attempted a second time.
Clearly, though, the benefits of the quest reward would have to be commensurate with the opportunity cost for pursuing it.
Quests could have requirements before they are even offered: discovery of a curious relic, faction/class/skill/ability/level of a character, killing of a named enemy, certain officer(s) on board, quick response to an odd rumor, etc.
For quests to collect X number of a certain item, maybe there would be a quest inventory separate from the cargo hold. Maybe one slot in the quest inventory is a quest item container that increments its counter for each one acquired.
I'm partly inspired by epic quests in MMORPGs for this idea, and I suspect something along these lines might already be in the works. Seems like a solid quest framework could even drive some kind of Story Mode, though we don't really know what that is yet.
Progressive (multi-stage) quests with storylines, that result in unique upgrades/ships/officers/bonuses.
e.g., one quest for each of the 5 pieces of the awesome reward, and a culminating quest to assemble/install it.
Quests that have rewards that benefit multiple classes, with perhaps differing ways for each class/archetype to complete the quest.
e.g., incredible stealth upgrade with paths for exploration, smuggling, and piracy to complete the quest for it.
Maybe some quests are one-shot deals, and can't be attempted a second time.
Clearly, though, the benefits of the quest reward would have to be commensurate with the opportunity cost for pursuing it.
Quests could have requirements before they are even offered: discovery of a curious relic, faction/class/skill/ability/level of a character, killing of a named enemy, certain officer(s) on board, quick response to an odd rumor, etc.
For quests to collect X number of a certain item, maybe there would be a quest inventory separate from the cargo hold. Maybe one slot in the quest inventory is a quest item container that increments its counter for each one acquired.
I'm partly inspired by epic quests in MMORPGs for this idea, and I suspect something along these lines might already be in the works. Seems like a solid quest framework could even drive some kind of Story Mode, though we don't really know what that is yet.