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Re: quasi-missionbased campaigns. Concepts and general discussion[message #126951] Wed, 03 May 2006 02:30 Go to previous messageGo to previous message
Shrike is currently offline Shrike

 
Messages:58
Registered:December 2002
Location: Belgium
Quote:
Originally posted by the scorpion:
However the problem is additional work/ hassle to get a high number of quests tied to NPC`s. Plus, we could only have missions that require no new game in between.
I'm not sure what you mean by that last phrase. However, how about the following: make the game world so that there's a big incentive to follow up on quests, because they will "unlock" weapon and armor types. A mission could be a raid on ammo dumps, a weapon factory, rescueing a rebel leader to get to some new recruitable merc's, ... etc.
Combine this with a tight control of what gets dropped by the "standard" enemy platoons (non-quest platoons) and make the sectors towards the end of the game so hard they'd become virtually impossible to beat without first collecting some quest rewards.
For added variation, different factions might offer different quest types and rewards (e.g. Nato vs. former Warchau Pact equipment).

All still very conceptual and just an exercise in exploring the limits of the existing game of course. :animread: I have no idea what amount of work would be required to make this work, but I'm guessing UB might be a more suitable platform. Unfortunately, that would probably exclude the use of the 1.13 goodies, wouldn't it?

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