Hi all!
(just so you know - not a beta-player, so not that knowledgable about all the game, though I have been forum-lurking here since last fall or so. Couldn't find this anywhere on the forum though, so thought it might work)
I was just playing a bit of Dragon Age when it hit me that it would make the beginning of Elemental much more RPG'ish if the companions you meet have their own quests.
So you meet up with Monsieur Curie who is a sage ( or whatever it is called - a research guy). And he is offering you his services, he can make the normal 2 research per turn. But when you hire him he starts moaning about his sister who he had to abandon back home because their research into new materials suddenly turned all the spiders in their house into Giant Spiders. So please go rescue her. You do and when you meet up with ms. Marie Curie her brother gets a boost to his research rate and can now do 4 rp per turn.
Depending on what exactly you want to do with it, this could be used to delay the city building, making it more advantegous to go adventuring. This could be done by disallowing these small side quests after the city has been built.
Of course still having them after the city is built could be fun too. More xp for the Sovereign!
Regards Kingcarrot
Maybe make that a condition of his actually taking your recruitment offer. Until you actually assist him with the Spider problem/Save the wife, he stays a singular entity that you can follow to the destination, but will remain uncontrollable until the Quest is completed.
Hell you could even recruit the wife even... She could provide a +1 Farming (garden weed picking) bonus.
yep good idea.
I suppose the simplest way to implement this would be to have quests whereby the reward is to improve a given NPC you control, or reward you with a new NPC.
The quest could be triggered either through a quest hub (inn/map feature) or as a 'random event' like those in Gal Civ.
Ie. <Random event>
<Owned NPC> needs you to rescue <Random NPC>, reward <Owned NPC Boost> + <Random NPC>
What a great suggestion! Not sure if it is alot of extra work for the Stardock team (as they have there hands full already) but I can sure see this happening via modding. Thanks for posting this idea it sure would make the encounters with the npcs much more interesting and fun than just the predictable pay to join version.
Aww No one noticed my wordplay on the Curie family...
Exactly! My idea with the family was obviously that they work together as a team ( the Cuires were the ones who discovered radioactivity - hence the giant spiders :0) ). Depending on the backstory of the character the bonus could be different stuff. A former noble could give some heirloom - a nice weapon, a merchant might have left his stash somewhere.
Hmm again that really would depend on what you need this quest to do. If you need it to expand the general quests then the random thing might show up. But if you want to distinguish an early city builder from an adventurer there needs to be some sort of proper trigger for it. Maybe just going into the inn:
So you are sitting around with your new best friend Mr. Just-stumbled-on-him-in-the-Wilderness and knocking back a pint or two of wasteland ale. Then he drunkenly suggests you go looking for his old homestead that was burned to the ground by bandits. And you find his old plow and VOILA! Increased food output from his bonus...he was obviously a farmer - so +3 instead of +2 AND you get xp for the Sov!
Hmm. Any other suggestions for how this could work? Also a bit of examples. It is much easier to visualize it then And more fun to read also!
Off-topic rambling sidenote: Uhh and thx for the Karma TC! And on my first post here Wuhuu!
Edit: http://en.wikipedia.org/wiki/Marie_Curie aww crap. They were married! shouldn't try to play smart when I obviously can't remember the facts properly
I like it, it gives your companion more life to them.
Indeed, good idea. Thanks for using the proper Category as well.
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