The purpose of this splurge is to emphasise the need for greater mission complexity J I’m sure this is something the devs are already aware of but wanted to voice my view on the current quest types. Anyone finds this useful, check out my channel for similar content, Youtube Page
Currently we have two types of quest
Type 1 - “Explore the whole map”
· Purge (Kill X of Y): You have to defeat a certain number (ie all) of the opponent. The W40k version of “go into the dungeon and kill all the rats”.
· Collect X of Y: A character is tasked with finding a certain number of artefacts of a certain type to continue the quest. Being spread equally through the map it essentially means repeating the purge quest but with the added option of opening barrels for a chance at the item you wish.
The advantage of the two missions thus far is they involve full or near full exploration of a map, discovering its uniqueness and such of each layout. The disadvantage is that you have to explore the entire map, which will involves back-pedalling lots and checking all the corners of a room for what you missed, without sounding ungrateful this is tedious and frustrating to a player.
Type 2 – “Explore what you need, which is roughly 50-75%”
- Assassinate Kill Y: Kill three dreadnaughts because you need to.
- Other Assasinate Kill X: Kill three sorcerers’s because it makes you badass.
- Other Assasinate Kill X: Kill three portals because we dislike portals.
The benefit of these is that it takes some of the frustration out of exploring and back-pedaling the whole map, especially when the targets are labelled on the map. But this comes at a cost of being the same mission in three different formats – Already these are preferable to purge as there is less work involved, so 2/5ths of our mission types are now slightly redundant.
Onto the Remedy!
What I first present to you is a list of the other quest types a typical mmo / arpg can contain and place them into a warhammer 40k context. Note that they aren't the remedy yet, hold on for that!
· Escort: Lead an NPC from point A to point B. Eg a servo skull to a station.
· Locate: A particular individual, item or location needs to be found. Eg. Prisoner?
· Defend: Defend/Survive an NPC or location, item or place for a fixed period of time against waves of attackers. Eg. Defend a servo skull at a station or Summoning portal.
· Interact: Slightly different to Locate in that there will be an activation by the player as part of the mission. In the context of Warhammer we could summon a daemon boss, retrieve data.
Rather than just delve into the above list which will really just make the game feel like a grind. I think it would be great to incorporate “double objective” missions into the random generation system. Doing so by combining any two of the above mission types.
EG – Escort a servo skull to a set terminal, then Defend them
EG – Locate a daemon gate and Survive / Defend (Destroy the source)
EG – Interact with a summoning portal and Assassinate the Boss
EG – Purge x many daemons to summon a Boss and Assassinate
EG – Collect x many daemonic relics and Survive / Defend (gradually draws more daemons to you)
Thoughts? - Discuss.....