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#Post#: 73--------------------------------------------------
Quests
By: Michadr Date: August 10, 2013, 12:10 am
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Got a idea for a quest? Don't like a current quest? Anything
about quests goes here.
#Post#: 74--------------------------------------------------
Re: Quests
By: Michadr Date: August 10, 2013, 12:12 am
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Quick change for the cattle quest.
Cattle now follow player when driven onward, changed from
spending hours after hours herding them to the destination. This
small change will make this quests more "enjoyable" if i can
use this term.
#Post#: 82--------------------------------------------------
Re: Quests
By: Robthezombie18 Date: August 10, 2013, 1:09 am
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Yes, you can use that phrase! Thank you so much xD I'd recommend
making sure the villagers have more missions. I find that a lot
of the time, villagers completely run out of missions later on.
#Post#: 83--------------------------------------------------
Re: Quests
By: Michadr Date: August 10, 2013, 1:12 am
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[quote author=Robthezombie18 link=topic=17.msg82#msg82
date=1376114997]
Yes, you can use that phrase! Thank you so much xD I'd recommend
making sure the villagers have more missions. I find that a lot
of the time, villagers completely run out of missions later on.
[/quote]
I will defiantly add more village missions. Once the new coder
we are getting gets going we might get things speeded up.
#Post#: 88--------------------------------------------------
Re: Quests
By: Darkgenius Date: August 10, 2013, 1:02 pm
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Bounty hunting quests and Guilds.
Bounty Hunting quests; Instead of just going to villages, you'd
have to fight groups of enemies, level-scaling contracts. Taking
out armies, duelling strong opponents, killing competitors in
cities. Several kill/take-head quests.
A Assassins guild, that is kinda like the Bounty Hunters, but
you'd get nice rewards for completing contracts, and maybe
becoming the Guildmaster allowing you to recruit assassins.
Also there is the Criminal part we talked Mich, that first thing
we ever talked, remember? adding illegal ways to make money,
like extortiong merchants, corrupting cities, creating "Toll"
outposts, creating illegal drug farms, building black markets in
towns, enslaving villages to work on farms, taking over natural
resources such as lumber mills, mines, plantations, fishing
villages, waylaing carts, stationing "Thieves" in towns.
You'd have to be member of a Thieves Guild in order to put
cutpurses, thieves in towns. They would get you a weekly income
and some random items that can vary from weapons, to luxury
items, we discussed, remember? like jewells, rings, amulets.
Also an All purpose Law system of player bounty, instead of
gaining "Infamy" with villages, players could get a bounty, be
hunted by armies of excentric bounty hunters or lawman. Bounty
hunters, you're basicly fucked, because I want them to use all
my excentric contraptions :)
But if you're hunted by Lawman which is 60% of the cases, you
can pay your bounty, and if these lawman are people of a city
you control by corruption, they will find you and they will tell
you they have erased your bounty records in the county and have
come to give you some supplies, pretty neat, right? but
corrupting a city is very hard, not only you'll have to befriend
the Lord and say goodbye to a lot of coin, but you'll need to
get a reputation, say, extort and build a Black Market in that
city, you will somewhat become a lord of that city, but you'll
only control 50% of it, the Faction lord that controls it still
mantain it's authority over that city you'll need to siege it in
order to get 100%
But corrupting cities, let you skip all that siege thing, you
can directly fight the army in the streets, handy if you have
assassins with you. You fight in the streets all that Garrison's
army, and when there's enough dead you head up to the keep and
fight the lord. I was thinking we could add a humorous dialog,
something like in Light and Darkness, were you'll see that
City's lord talking:
"-Oh, I knew it was just too sweet to be true I knew this day
would come! you and your honeyed words about getting 40% of the
cut was just too dirty to be true! I should have listened to my
Wife! but I have sold her to the Slaver's guild like you
suggested, you scum!"
I THOUGHT THE FUTURE!
HTML http://www.youtube.com/watch?v=PvZiv5V4GeI
Criminal ways of making coin, rackets:
Gambling Dens; adds a random chance of gaining a fatcat income,
but are very expensive to build. Also you get to play poker,
blackjack in cities.
Brothels; slightly reduces the general pay of the army, grants a
nice income, and adds a special feature: Wenches and Courtesans.
You can send these salacious ladies to lords to befriend them,
raise army morale, and get yourself some experience never hurts
right?
Alchemist Laboratory; Got a illegal product farm in Towns's
surroundings? build that drug lab in that city, not only you'll
get a evil reputation, but also the big bag of coin wouldn't
hurt. And adds drugs you could buy or craft, these drugs adds
certain skills, like better archery, ironskin, increase HP,
damage. Also you can convince Villagers to become addicts or buy
these drugs, or convince them to become one of your
peddlers/drug dealers. Differs between towns people and
villagers.
Pub; Den of the nefarious and evil, player can hire dark
mercenaries, muscle, brutes, thugs, even "Villains; acting
companions that can die!" you can equip them, name them. Pubs
also create Rums and Grog from illegal farms that gives players
a small income, but will attract pirate ships to towns that you
can hire, these pirates will not become part of your retinue,
but you can assign them to plunder fishing villages/port towns,
that will take a few days, dynamicly, you could join the
plundering and get a fucking huge bounty, but also a lot of
resources, jewels and such.
Black Market; it is where you can sell your ill gottens, buy the
most strange contraptions, and it will also generate kill
missions, and BLACKMAIL missions, you can buy tamed pets,
slaves, hire muscles, slavers, thieves, cutpurses. Hire Turncoat
Maccavian Engineers, they will sell about anything in the black
market, to drugs from weapons and armor, even airships if we be
able, perhaps dragons too? hahaha! all the income that comes
from the rackets, profits in the region will be stored in these
black markets. But owning a Black Market in a city is the first
step to corrupt it, corrupting a city is like I said; you will
be able to improve it, your bounties will decrease by staying
there, if you happen to own several brothels in a town you
corrupted, your men's pay will be quite small, the lord will be
your buddy, and there will be so much rejoincing, Yay. Also you
can station your men in that town, create "legal" toll outposts
which will generate income and random items, rare items and
such.
Blackmail quests are fun, you can make someone work for you for
free, intimidade them to give you money, do you a favor, and if
be he a Lord, well he could become your ally or your enemy, you
can erase the proof and he will become your ally, or you can
intimidade him and he will give you a lot of coin.
Corrupting Cities: Once you own enough rackets and a black
market in a town, you can bring up the topic of corrupting a
city in a conversation with that city's lord, he will ask you a
lot of coin, and perhaps a favor too. Once all is done, you know
the rest, that city is half yours.
That's just the part of the Criminal ways. We didn't even damage
the surface.
There's also the Rival Crimelords, players can become crimelords
themselves, allowing them to place tolls, take over villages
like bandits do, force villagers to work, station bandits in
villages, build rackets in villages, yes, "Certain" rackets can
be built in villages, sell villagers to slavers, build hideouts
in villages that can decrease your bounty weekly, bandit raid
camps, that you can plan raids in towns, organize ambushes,
recruit bandits to your retinue, organize bandit patrols that
will get a few things for you, waylaying carts are more fun, but
you'll get a bounty instead of becoming enemy with that Faction,
that's just too stupid and I have always hated that.
Also you can improve these villages like in native, because it
WILL be attacked, and it will be looted, and you can expect that
your operations to be crushed. So put a few henchmen there. Or
rest, if you're resting in that village and it happen to be
looted while you're there, you can bribe/convice/intimidate the
lords to leave, or pay for repairs.
But the pinnacle of the Criminal empire is to create a
syndicate, oh yeah. Once you corrupt at least 4 cities, own a
Black Market in all cities or 1 in each Faction, you can create
the syndicate, you'll be kinda like the Perisno Evil Emperor,
you will get your own Palace where all the income from the world
will be transported to your palace, you will get access to
"Minions" which are general fighting soldiers, they can become
Dark Knights, Dark Marskman, Dark Footman, Dark Horseman and
Elite Minions.
But that's not only that. You can improve your Palace, research
tech, steal tech from kingdoms, like steal Dragonlore from Reich
des Drache, stealing Contraptions/Armor tech from the Maccavians
and a few others reveal as we go.
But improving the Palace is important as it will be attacked by
Faction Lords that become your enemies, because from there
you'll start global domination and some factions might look kind
on a "Underworld Emperor".
Building big walls, traps, towers, barracks, dragon nests,
laboratories. A lot of improvements.
Minions can form a army of the best of all Perisno, but you'll
be unable to start a normal faction, once you own a syndicate,
you will be able to name it like a Faction, you can let villains
become vassals or let lords become vassals, assign them lands.
All of them will recruit minions, and also we'll need work on a
Syndicate Armor. I was thinking the Flaming Rose order Black and
Red plate armor.
Players should also Gain the Mantle of the Dark Emperor, a full
black armor with a red crimson cape, what's a Evil King without
it's evil cape? also the Black Blade, a two-handed black sword
that can cut elephans with one slash, supposed lost artific,
magically gained for creating an evil empire, nuff said. Between
the Rackets, the evil operations, the palace, the Minions and
these goodie armors and blade, the dark path looks awesome.
And we can add a few songs:
False King: in reverence to the Evil Emperor of Perisno, the
syndicate is formed
HTML http://www.youtube.com/watch?v=H25iM7eRiIQ
He who Brings the Night: Travelling Syndicate Lands (Also it
would be awesome if Lords belonging to the Syndicate be replaced
with Nazguls)
HTML http://www.youtube.com/watch?v=CJlLVYWT-Hc
Black Blade: Defending Syndicate Lands and Palace
HTML http://www.youtube.com/watch?feature=player_embedded&v=z28lwyQjuTY
Power of Darkness: General Battles
HTML http://www.youtube.com/watch?feature=player_embedded&v=Gkhneh9JNnE
And lastly
Master of Shadows: I don't know where to put this one, perhaps
battles too, specially big ones, there will be a lot of them
::)
HTML http://www.youtube.com/watch?v=actZumishxQ
Please forgive my writing, I tend to do a lot of mistakes when
brainstorming.
-DG.
#Post#: 100--------------------------------------------------
Re: Quests
By: Michadr Date: August 12, 2013, 1:50 am
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We finally have all that in one place!!! :)
Dam* dark, your ideas are really good. I'll do my best to figure
it all out and how to place it.
For what its worth, so far, ive reworked the manhunter troop
tree, AND made it so that you can attack them aswell. I know,
its not really going into the quests part but i have to start
somewhere ;)
#Post#: 115--------------------------------------------------
Re: Quests
By: Darkgenius Date: August 12, 2013, 4:05 pm
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Hmm, for that initiative I suggest starting with the "Extortion
Feature",
If you figure out how to add a menu when in Towns add this:
"Crime menu",
Pay Bounty
(amount: xxx)
Extort Shops
(Success rate: High, Med, Low, Impossible) Dependencies:
Persuasion Skill
Build Illegal Rackets
(Requires: 1 Month Extortion) Pubs, Drug Laboratory, Brothels,
Gambling Den. Each has it's description that when you add the
menu I'll elaborate for you in a more Lore-friendly way. But if
you do, you could use the actual "above" non-detailed
descriptions for a starters.
Thievery: if players happen to have Cutpurses/Thieves/Urchins
you can station them in Town and they will give player a weekly
income with a medium chance of getting killed, and a rare chance
of getting some random items that are stored in the "SECRET
STASH" or the player can do some pickpocket him/her self that
can accumulate some bounty, and a good chance of spending some
days in the dungeon or having to do Labor, but it also brings
some EXP for each, pickpocketing and spending days in jail. I'm
thinking we could add a Skyrim-like system of thievery, you can
recruit thieves or do the lifting yourself, you can get quests
from a Thieve's guild that either you need to take a item from a
store, intimidade shopkeepers, pickpocke a certain amount of
gold in a city.
Brothels; require Velvets and Wine.
Drug Laboratories require: Illegal Farms in the area, or
products.
Pubs require: Products or Grains, Port Pub if town has a Port
where pirates can visit.
Gambling Dens require: Brothels and a lot of bags of coin
Can Build 3 Brothels, 2 Drug Labs, 2 Pub and 1 Port Pub to
attract Pirates and 1 Gambling Den when there's brothel.
Once players have at least 2 or 3 rackets in town, they can
finally build a Black Market
Black Market: (Exorted City, 2 or more Rackets constructed) and
a chest of coin.
All these rackets and Black Market should have an area. We could
use existing locations and refit them. I love Black Marble
materials, perhaps with could add it. Throw some velvet and lust
for Brothels, put some tables with some wine and beers for pubs,
put some alembic alchemy/chemistry stuff for labs, and finally
some black jack, gambling themed stuff for Dens.
For the Black Markets we will need to improve. Add a bunch of
stalls with each a custom merchat, a sign that gives quests, a
chest to store town's extorted Gold, income, stolen items.
Player can sell Stolen Items there, merchants will always have a
decent amount of gold and sell all kinds of stuff, well, "some"
people might think it will be easier to just go to the Native:
Market, but the Black Market has a wide variety of items that
the Legal Market doesn't have.
It might be hard to add each city it's own areas, but we could
duplicate it and give it's own paradigm of region.
To access these areas, add menu: Visit Operations
Also, the amount of buildings doesn't matter. Perhaps we should
allow 1 building, or make it count like 1 area, while owning 2
or 3
Each of these buildings will have it's own music theme
Here's the BM one: We could use it for Drahara too, we'll need a
topic where we can analyse and study these songs too.
HTML http://www.youtube.com/watch?v=qiB98Wbsdlo
Jeez. I should've have born with a more curious mind, the way I
construct these ideas, If I had any sane/useful knowledge I
could help a lot.
#Post#: 148--------------------------------------------------
Re: Quests
By: Something unusual Date: August 13, 2013, 12:20 pm
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You could add "random events" that appear randomly as your
character is traveling on the map to add some more flavor and
immersion into the mod.
E.g.
Event:
As you are traveling, a peasant woman comes up to you, begging
you for food. She tells you that her village has been looted by
Volheere raiders, and they are now residing there.
Decision:
1. Give her food (+1 honor)
2. Bah! Who are you to ask me for food? (Give nothing and lose 1
honor)
3. Where is your village? I will help rid these Volheere raiders
from your home. (After killing the bandits, get +3 honor and 10
renown).
4. Execute her! (Lose 5 honor and gain 5 renown).
Event:
You are traveling in Maccavian territory. An Old God Priest
comes up to you and preaches his religion. He asks if he could
join your party and spread his faith.
Decision:
1. What Old Gods? What stupid religion is this? Execute the
fool! (Gain 3 renown and lose reputation with the Old Gods
faction
2. We cannot take anymore men, and neither do we want to (gain
or lose nothing)
3. We accept. Join us, preacher of my faith! (Gain relations
with the Old God faction and 2 renown but lose with New Gods)
#Post#: 231--------------------------------------------------
Re: Quests
By: cwr Date: August 16, 2013, 12:00 am
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[quote author=Something unusual link=topic=17.msg148#msg148
date=1376414415]
You could add "random events" that appear randomly as your
character is traveling on the map to add some more flavor and
immersion into the mod.
E.g.
Event:
As you are traveling, a peasant woman comes up to you, begging
you for food. She tells you that her village has been looted by
Volheere raiders, and they are now residing there.
Decision:
1. Give her food (+1 honor)
2. Bah! Who are you to ask me for food? (Give nothing and lose 1
honor)
3. Where is your village? I will help rid these Volheere raiders
from your home. (After killing the bandits, get +3 honor and 10
renown).
4. Execute her! (Lose 5 honor and gain 5 renown).
Event:
You are traveling in Maccavian territory. An Old God Priest
comes up to you and preaches his religion. He asks if he could
join your party and spread his faith.
Decision:
1. What Old Gods? What stupid religion is this? Execute the
fool! (Gain 3 renown and lose reputation with the Old Gods
faction
2. We cannot take anymore men, and neither do we want to (gain
or lose nothing)
3. We accept. Join us, preacher of my faith! (Gain relations
with the Old God faction and 2 renown but lose with New Gods)
[/quote]
I like the idea! But we will need a lot of random events though,
in order to make it immersing rather than repetitive. :)
#Post#: 233--------------------------------------------------
Re: Quests
By: Something unusual Date: August 16, 2013, 12:18 am
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I could provide them ;D
Some more I thought of:
Event:
You approach an ancient Draharan shrine as you travel through
the desert. An old shaman comes up to you and lead you in.
Decision:
-Convert to Drahara Mysticism (converts and gains relations with
the religion)
-Leave after visiting and say thanks to the shaman (nothing
happens)
-Foolish religion. My [your current religion] is better!
(insults and leaves, minus relations with that religion)
Event:
You and your party walk through the vast Tolranian Forests, and
suddenly, you find yourself beset on all sides by Forest
Outlaws. The leader comes and tells you to pay up.
Decision:
-Pay up (loose 1/10 of your gold)
-Fight! (you are placed in a bad terrain and the forest bandits
surround you and your party)
-I am an outlaw myself. Surely you will not rob your brethren.
[need very negative honor and 0+ relations with the Forest
Outlaws] (nothing happens)
-Pay extra (gains relation with Forest Outlaws)
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