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Marko's Sample Quest Intro
 
 
Explanation: The BoS questline is interesting. Talking with players, they like it but they want more. The idea of connecting a long series of simple tasks together in a "questline" is fun. Finding encounters that otherwise are not there, recovering some info, solving a mystery, being hit by a surprise enemy, and maybe ending up with some cool rare item - all fun stuff. The following intro is an example. If fleshed out, this quest will lead a player through a bunch of mini-missions toward an exciting goal.
 
 
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Quest Name: The Desert Colonists
 
 
Quest taken in San Fran in dialogue with <NPC>.
 
 
Requirements: <to do>
 
 
NPC: "Oh, and while you're out there, watch for clues about our Desert Colonists. I'd appreicate any information you can find about them."
 
 
Char: 1) "Desert Colonists? You mean missing people?"
 
Char: 2) "Never heard of them. Gotta go...Bye!"
 
NPC: "Yes missing. There were 14 of them several months back. They headed into the dunes to establish a new settlement between here and another major town."
 
 
Char: "Which town?"
 
NPC: "Not sure. Could have been toward Junktown but Shady Sands makes sense too. Could even be New Reno. Truly we don't know. They were going to get set up and let us know over a month ago."
 
 
Char: 1) "Who would try to populate this desert? It's clearly too dangerous."
 
Char: 2) "I'll watch for them. Bye."
 
NPC: "Very headstrong folks i say, and hearty too. Their leader was a strong man and good commander. They had a skilled hunting chief, a scientist couple, and some experienced farmers. Can you find them?"
 
 
Char: "Tell me more about them."
 
NPC: "They were a tight group - always had closed-door meetings. Some people thought they had a secret..."
 
 
Char: "Hmmm, what kind of secret? If I'm going to find them, you have to tell me everything."
 
NPC: "Well most of us think it sounds crazy, but their confidence may have come from a technological advantage. We don't know, but they were so sure of themselves, and not too worried about the dangers."
 
 
Char: "Any idea what technology they could have had?"
 
NPC: "No. They did have several caravans full of stuff though and one was always covered. That's all I know. Please find out what happened to them."
 
 
Char: 1) "Fourteen missing colonists...large caravan...into the desert...I'll do it."
 
Char: 2) "Go find crazy people buried in the sand? Is there a reward?"
 
NPC: I'll gather a collection here. No promises. It's an errand of mercy."
 
 
Char: "Fine, i'll let you know what I find."
 
Char: "Sounds tough. I'll think about it."
 
 
***
 
 
Char finds first temporary quest encounter (TQE) in one of the following zones:
 
23:26, 23:27, 24:28, 25:29, 26:30
 
 
TQE-1: <map>
 
 
Char finds clues about the colonists disappearence: plasma and laser burns in the trees (indicated by mouse/hand-over trees). Laser signature indicates rapid fire typical only of a Gatling laser. Enclave was here! Some blood stains but not enough for 14 people. 1 maybe. Tracks go to a clearing and stop. Weird. An odd depression in the ground here. (If char keeps searching, 2 more of these are found). (Either the quest-taker or someone in his party needs to have the Scout support perk or IN 7 to enable the following dialogue option when reporting back to quest NPC: "I think the Enclave found them and took them hostage in a vertibird." Without this option enabled, char cannot proceed with quest.)
 
 
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Once the theory is realized by the questing char, he can go back to the NPC and report:
 
 
NPC: "Well did you find anything?"
 
Char: "Yes I did. Your colonists found a good place to settle, but apparently attracted the wrong kind of attention. There were rapid fire laser burns in the nearby trees and someone was hurt there. Tracks led to a clearing where I found some larger depressions in the ground. I think the Enclave hit them and took them hostage in a vertibird."
 
 
NPC: (horrified and nearly in shock) "THAT'S HORRIBLE! WHY?"
 
Char: "I hate to say this but...the wasteland is harsh...and maybe that technology they had was worth something to the Enclave."
 
 
NPC: "Oh that could be. *pause* This is very upsetting news.
 
Char: 1) "I don't expect any payment for such a thing, but i bet this isn't over yet."
 
 
NPC: "Of course it's over! We don't expect you to chase after the Enclave."
 
Char: "You just get that collection together. I'll handle the rest."
 
 
NPC: "We don't want any trouble with them...now you just slow down..."
 
Char: "Relax. I'm not going to attack guys in power armor. But I bet I can get more info for you. I'll be back."
 
 
***
 
 
Char can now get the following extra dialogue with robed guard at Navarro:
 
 
Char: "I am looking for 14 missing colonists from the desert. I think they were flown here not long ago. Can you tell me anything about them?"
 
NPC: "Oh yes you are correct. They were flown in over a month ago. How did you know that?"
 
 
Char: "Those people have worried family. When can they see visitors?"
 
NPC: "Maybe i can get that arranged for you. Come back later."
 
 
***
 
 
Player has to wait for 1 game hour to pass and re-establish dialogue with the robed guard at Navarro:
 
 
Char: "So when can i visit the colonists?"
 
NPC: "Not so fast. Lt.Krane has agreed to meet with you about it. Be happy I got you that far. Go in now. They are waiting for you."
 
 
***
 
 
Char can pass through Enclave gate. All Enclave NPCs say the same things to char at this point:
 
NPCs: "Go to building <building> and meet with the Lt. He's expecting you asap."
 
 
Enclave will interrogate character before allowing him to see the colonists. They are after info about advanced technology.
 
 
Krane: "Have a seat. I'm Lt.Krane. We have some questions for you."
 
Char: "Okay shoot."
 
 
Krane: "First question - What are you looking for?"
 
Char: "Fourteen colonists."
 
 
Krane: "Uh-huh. And What else?"
 
Char: "Clues about their disappearance. People are very concerned about them."
 
 
Krane: "Let me be clear: we KNOW why you're here and you won't find what you looking for. If we can't find it, then nobody can. So fine, you can talk to them but we'll be listening."
 
Char: "Why were they brought here?"
 
 
Krane: "You don't get to ask questions here. I ask the questions, and i'm done for now, so go visit your friends."
 
Char: "When can they leave?"
 
 
Krane: "You're pressing your luck, buddy. Push on."
 
Char: (Exit office)
 
 
***
 
 
At this point all Enclave NPCs say the same thing:
 
NPCs: "Go directly to <area> for visitation."
 
 
Meeting with 13 colonists is monitored by guards in PA nearby. Colonists are happy to have a visitor but stressed about giving info.
 

Revision as of 17:12, 13 November 2012

When a new season begins, we all realize some crafting recipes have changed. As we go through the game editing the wiki with updates, I suggest using an attractive image (like the green check mark) to note our progress right on the bottom of such pages. This will give readers an instant eye-friendly alert that says "yes, this recipe is right". Example, S6C means Season 6 Compliant:

S6C

This could be used on other pages as well. As the following seasons roll out, don't delete the prior images. Instead, add a new revised image. This will allow readers to get a sense of history for such changes.

Feel free to test wiki stuff here.

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Kirk dies! (Shatner can finally breath easy.)
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