Rosiel Posted April 22, 2023 Share Posted April 22, 2023 I think I can drop some quest-type suggestions in this thread: Title: Retrieve the egg! Explanation: For any tier, a bird nest spawns somewhere in the roof of a POI, and the survivor must collect a golden egg located inside. The entities location inside the POI will be similar to a Fetch-type quest, but the main difference is that as soon as the bird nest is selected, a swarm of zombie vultures will spawn to attack the survivors (number of vultures depending on the Tier of the POI). For T4-5 POIs, the vultures may spawn nonstop (similar to horde night mechanic) until the golden egg is delivered to the trader (or if the survivor enters within the limits of the trader building in case it is night time). An additional level of difficulty for T4-5 POIs would be to add trap bird nests that will spawn vultures but contain regular eggs only. Why is it important: Offers a reliable source of rotting flesh at the early stages of the game. Makes use of existing mechanics already implemented. Provides a new level of difficulty and quest diversity. Hardcore mission type for T5 POI Considerations: To prevent users to farm nonstop source of rotting flesh for T4-5 quest, the zombie vultures should have an additional block damage boost, so it would be a trade off with the repairing cost, giving more incentives to rush back to the trader rather than make a bunker to farm the vultures. Title: Atom ant! Explanation: For T1-3 POIs only. Variation of the Fetch quest. An item is hidden somewhere in the POI and the survivor must retrieve it before a time counter reaches 0. The time counter activates as soon as the mission starts, and the survivor must rush to the item and the main loot area since a set of explosives are strategically placed all over (and below) the POI, and will detonate as soon as the time counter is 0, ensuring that the POI will collapse in at least 90% of the structure. The explosives are deactivated only if the survivor exits the quest area limits, so even if the item of fetch is found, the survivor must be able to rush outside the POI on time. An additional level of complexity would be adding fire damage along with the detonations in case the survivor is still inside the POI when the time counter reaches 0. Why is it important: Provides a new level of difficulty and quest diversity. Hardcore mission type for T1-3 POI Considerations: The quest should only be available for T1-3 POIs since the block collapse mechanic would be computational intensive for bigger POIs. The detonations should start below the POI so even if the survivor makes a structure inside the POI, the structure collapse would still be ensured. Time counter should be set to <50% of the average completion time of the corresponding POI. More ideas in the oven! 👻 Link to comment Share on other sites More sharing options...
Riamus Posted April 22, 2023 Share Posted April 22, 2023 The first one could be interesting, though I don't know why you want more sources of rotting flesh. I never harvest that and it just collects in storage. I will use it to make a farm, but that's it and I don't do that immediately anyhow. Hobo Stew is a use for it, but you normally don't have that recipe right away and it's not so hard to get real meat for other recipes. For the second one, I'm sure some will like that, but I absolutely hate timed quests. I prefer taking time to explore and see things rather than rush around trying to beat a timer. Link to comment Share on other sites More sharing options...
Rosiel Posted April 23, 2023 Author Share Posted April 23, 2023 Another two ideas for new quest types: Title: Raiders' vengeance! Explanation: For any tier, similar to "restoring energy" quest type, the survivor must walk through a POI activating small generators in order to restore the energy to a radio station located next to the main entrance point of the POI (street level), but the raiders have sabotaged the generators and they will also activate sound alarms around the POI, spawning screamers in the perimeter of the POI (e.g. 2 for T1, 4 for T2, 6 for T3, 8 for T4 and 10 for T5). For T4-5 POIs, the activation of the radio station will also create a 1-hour horde night scenario, giving the survivor the decision to set a defense until the timer is over, or to give it a chance to run away from the POI and get chased by vultures until the event is over. Why is it important: For early stages of the game, it serves as an introduction to the screamer mechanic Makes use of existing mechanics already implemented. Gives the player an scenario to test defense scenarios in a small-scale horde night Provides a new level of difficulty and quest diversity. Hardcore mission type for T4-5 POI Considerations: The location of the radio station for T4-5 POIs should be somewhere accesible for the zombies, so cheesing mechanics to make the zombies to walk around without attacking the survivor or the POI would be difficult to set up. Title: Danger smuggler! Explanation: Only for maps with more than one trader. For T3 missions and above. One trader needs the survivor to transport a parcel to another trader, but seems like the parcel will attract zombies as soon as you exit the trader building. If the survivor uses a vehicle, there will be a constant spawn of zombie vultures that will chase the survivor (if the vehicle is a bicycle, small vultures will be spawned once in a while, but if it is a bike, 4x4 or gyrocopter, big vultures will be spawned at a continuous rate from all directions); instead, if the survivor decides to walk then the zombie spawn will be reduced greatly but instead will immediately attract any zombie from the surrounding POIs. The zombie spawn will end as soon as the survivor enters within the limits of the destiny trader building. The quest will be a trade-off between time use and repairing cost of the vehicle. Why is it important: Considers the Alpha21 modification of the use of repair kits in the trade-off analysis Makes use of existing mechanics already implemented. Provides a new level of difficulty and quest diversity. Hardcore mission type for late stages of the game Considerations: The parcel-related zombie spawn should be weighted to the biomes and the proximity of the survivor to areas with high density of POIs. The zombie vulture spawn should also me adjusted in case the survivor decides to use the vehicle for few sections of the trip. More ideas in the oven! 👻 Link to comment Share on other sites More sharing options...
Rosiel Posted June 6, 2023 Author Share Posted June 6, 2023 Another two ideas for new quest types: Title: Bear wrestler! Explanation: For any tier, night mission only, for POIs located in rural areas (isolated from cities). The survivor must activate two switches located inside the POI, each switch will turn on a visible light located somewhere in the POI. Once the first light is on, it will attract a zombie bear from outside the POI (T1 - 1 bear, T2 - 3 bears, T3 - 5 bears, T4 - 8 bears, T5 - 12 bears). The survivor must rush to the next switch before the bear reaches him/her. Once the final switch is activated, the bear(s) will lose attention and despawn. The number of switches will depend on the tier of the POI (T1 - 1 switch, T2 - 2 switches, ..., T5 - 5 switches). If the mission is not completed before 4:00 am, it fails and the zombie bears despawn. Why is it important: For early stages of the game, it serves as an introduction to zombie bears Provides a new level of difficulty and quest diversity. Hardcore mission type for any tier Considerations: To encourage the survivor to rush the the other switches rather than fight the bear only, starting T3 tier the spawn of zombie bears can change from single spawn to new spawn if the previous bear is eliminated. To prevent the use of this mission to farm zombie bears, a small modification to the bear resistance can be added, making them almost bullet-proof for missions above T3, but no additional resistance to melee weapons. Extra damage if fist-type weapons are used (hence the name of the mission). Given the need to have some sort of light/reflector in the POI, some existing POI models may need to be updated/modified to account for this quest type. Title: Lumberjack nightmare! Explanation: T1-T3 tier. Mission similar to "buried supplies". A messenger was sent with a courier satchel for the trader, but he was chased by raiders and hid the parcel within the branches of a tree in the middle of the forest. Rather than marking a zone to dig, the quest type will mark a bigger zone around a terrain with a high density of trees (from map generation). The survivor needs to cut down the trees inside the marked area until the courier satchel spawns. Each time a tree falls, the sound attracts some zombies from the surroundings. Each tree down will resuce the area of search. Once the parcel is retrieved from the courier satchel, a final horde of zombies will spawn. The number of zombies in each spawn will depend on the tier of the quest. Small chance to spawn wolves instead of zombies. Why is it important: Considers the Alpha21 modification of the terrain generation mechanics. Mixes the process of resource gathering with quest completion. Provides a new level of difficulty and quest diversity. Considerations: The mission may need to be restricted from desert zones given the lack of trees. More ideas in the oven! 👻 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now