[FE][quests] some general ideas.

Came up with this in IRC, was positively received

 

Quests should have a variety of extra triggers: such as tech researched

 

Example: if you have research leather armor, you could get a hunt beast quest- with a reward of beast hide armor of some sort for your champion

Expert Spellbooks might give you a fetch quest which gets you a spell in the end, or spellbook

Treaties tech might give you a quest that if you succeed, a bad effect could be placed on a random city of the civ with the worst relations with you

 

Other ideas suggested were army strength, sovereign level, and champion level.

 

Also- another quest idea would be to have bad effects from goodie huts/quests (quest malus could be solved by doing the quest)

 

I don't have any creative ideas for these, but I think there would be several good ideas here to flesh out quests some.

2,429 views 3 replies
Reply #1 Top

I like the idea of quests triggering from researched techs. Quests definitely need more variety and a better feel to them, and that would be one neat way of doing it. It would really connect the feeling of adventure with your own growing empire. Would you say that these tech-based quests should always appear in every game, every time you research leather armor, or should the quests only have a chance of appearing? They might be more exciting if they're random, but I wonder if that would affect the game balance.

What do you think about the idea of discovering some technologies by completing quests? Like, for example, after researching leather armor, your sovereign learns of an ancient scroll, shattered into pieces around your kingdom, that could teach your smithies the art of crafting Elementium Armor. You could research the technology the traditional way, but that would take a signficantly longer time than completing the quest.

Could you elaborate on what you mean by "bad effects from goodie huts/quests?"

Nice thoughts, Alstein. Thanks for posting them.

Reply #2 Top

I like that idea also, or perhaps have it modify a rare tech to be more common, or add a tech to the tech tree as a rare tech (you have to discover how to make it work with what you got?)

 

 

 

 

Reply #3 Top

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