first off both these topics need to be taken into effect, if you haven't read here are the links
Combat Provides No XP, Only Salvage/Lootand
quest/char/faction conceptNow taking into effect that combat = 0 xp and that quests will take any multiple of 3hrs per part of quest minimum, what types of rewards can we look forward to?
While the "quest/char/faction concept" takes into effect of doing a quest to gain access to use other clan mechs, that in itself is a reward.
But, over time I have been considering, what about the rest. I mean we don't want FOA to be heavy questing game where everyone spends months doing quests on end and never enter the arena. Yet at the same time I feel that some element of questing should be involved as it will give players a break for all out combat all the time. Don't get this wrong im not saying either is good or bad, but there have been those of us that have logged on to "said" game and wanted to tinker on something, putter around etc. In retrospect, "other said game" we have logged on got tired of the tinkering and puttering and went hunting for pvp action when we were not ready.
So what I am thinking is the following and I would love to hear feedback.
Quests are directly related to a said reward, as previous thread
Random quests give a bonus to secondary skill set <if there will be>
Quests are primarily related to the story line of the game.
-this one ill go into, for example
we landed on a desert planet, we do not have any wonderful vegetation, it sucks, unless you like the Sahara.
now there is, or will be, a terra-forming facility to help alleviate this issue.
quests in conjunction to this would be <these not being chain quests but long standing volunteer type for the story line>
Bring x amount of supplies to the facility <something where x = at least 2 round trips>
Guard for x amount of hours <x amount being real time, so plan on 2 hrs of sitting on your thumb and chatting to your friends, or getting your butt kicked.>
Patrol for x amount of hours <wee circles with friends, or npcs>
Scout the facility <offensive, no time set, is just for a report>
Take out a patrol at the facility <offensive, pvp enabled cause someone might be on the patrol>
Take out the guards at the facility <offensive, pvp enabled>
Stop supplies from arriving at the facility <offensive, pvp enabled>
this I had thought about long and hard and would like to see more quests towards the development of the story line. The reward for this would be world wide of course. and could involve major battles. Successful defense and supplying helps to develop terra-forming. Also the mechanic for this of course is an offensive task for the quest does not take place unless there is a defensive task opposite of it in effect. So it exists as long as players come to do it. With the world change being a big reward in itself, people are greedy animals. They will do something to help themselves first before helping everyone. so the rewards for helping in this would incorporate of course the salvage, pvp kills/or finished that movie you been wanting to watch, and then there is always money. People will always need money. Balancing out the payout will be trial and error of course, not wanting it to be so much the quest is camped, but enough to justify being there for aprox 2hrs.
I have more on this, but am going to open it up for discussion now <have to get to work> But overall what I am looking at is quest lines that could reward per character or per world and are simi dynamic in effect that some are dependent on other things existing but also can vary so not always will the same scenario come up from "said quest giver".
anyways, some thoughts here, what you all thinkage?