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Thread: RPG quests ideas, anyone? | This thread is pages long: 1 2 · «PREV |
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted March 24, 2009 03:47 PM |
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WoW, that would be nice. I have here this hero, Tazar, 54 level, 5879 archangels and red orb, so I said him:
"please my liege, can you just walk in the gardens and find some herbs Kesnar smoked last evening? Don't worry, searching for hours behind the bushes will surely give something. Oh, and dismiss those archangels, you will not need them anymore, gardener..."
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted March 24, 2009 03:57 PM |
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1 stack in a heros' army is fixed, means, it can't be dismissed, splitted or filled up. At the beginning, this is a level 1 stack (number has to be determined). With each quest the hero has completed, this stack will be changed to a next level creature of a town of player's choice.
Example:
From the start, hero has 100 gremlins. First quest is completed, now a window appears where the hero can chose into which kind of 2nd level creature those gremlins will transform. Lets take Marksmen. Next quest solved, next choice: Dragon flies.
and so on....
How is that?
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Better judged by 12 than carried by 6.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted March 24, 2009 04:05 PM |
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Interesting:
As I don't know any command which locks a slot this could be done with a TM which place every day the stack specified in the # slot and check for the creature ID.
When a quest was completed the Time trigger is replaced by a second one which place the next creature. Would be somehow difficult to script if the player has his choice for upgrading, because that means checking for 160+ creatures ID through the game so would be more realistic but less appealing to set a fixed upgrade path.
But I will think about it. Need also to figure what happens if the stack is hurt or dies completely, as the player could use this flaw to sacrifice each battle this stack, knowing that will be back on next turn.
And later, having a stack of high level monsters pooping every turn in your army can be very unbalanced. So I guess the quest must be ended before the stack is too strong.
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Era II mods and utilities
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kesnar
Famous Hero
from Kesnaria
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posted March 24, 2009 06:12 PM |
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Quote: WoW, that would be nice. I have here this hero, Tazar, 54 level, 5879 archangels and red orb, so I said him:
"please my liege, can you just walk in the gardens and find some herbs Kesnar smoked last evening? Don't worry, searching for hours behind the bushes will surely give something. Oh, and dismiss those archangels, you will not need them anymore, gardener..."
Hahaha
Nice one...I am playing Morrowind at the time and I am an alchemist that's how the idea came...
Hahaha
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Ayreon
Famous Hero
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posted March 24, 2009 07:20 PM |
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I have been thinking again...
How about a quest in which you have to gather seemingly unimportant "items" and give them to a witch who puts the ingredients in her cauldron and produces the Vial of Life Elixir or something like that?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted March 24, 2009 07:28 PM |
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Well, I am more interested by getting more complex quests, as some discord between characters, some vicious plots, stealing, kidnapping, murdering without a bounty on your head, cheating your wife, caught Pandora nude etc.
You people still think Heroes, while I am looking more towards Oblivion. (please Kesnar, no bushes anymore )
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Era II mods and utilities
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mamgaeater
Legendary Hero
Shroud, Flying, Trample, Haste
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posted March 24, 2009 08:16 PM |
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helping a wizard gather several powerful weapons of might to keep them out of the hands of an evil warrior. only to find out the wizard is really Sod's Yog!!!
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Protection From Everything.
dota
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Nostrazugus
Hired Hero
French guy who learn
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posted March 25, 2009 03:36 PM |
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I was thinking about something that may be fun. What about a cloudy terrain, anyone with magic clouds. Defeating a special monster, or having any action unpleasant, he will fall to the underground ( i mean teleported with ERM ) and should collect many souls in the Styx, because Hades wants.
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Learning ERM, starting to mapmaking, after more than ten years of HoMM playing
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songfx
Adventuring Hero
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posted April 02, 2009 05:13 PM |
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Hi,I am glad to offer my idea.
There could be a gate which stops heroes moving on. And there is a switchpoint beside the gate. However, you have to place four orbs in correct positions before touching the switchpoint, otherwise the orb in wrong position will disappear, and you have to send one level7 creature to get it back.
The positions of the four orbs are not fixed. You have to visit some hermits to get the corret positions. Maybe the hermits will show you four puzzle maps.
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Chinese WOG Forum
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 03, 2009 12:34 AM |
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Thank you Michael, this is an interesting idea. I already have a quest with the four orbs involved and hidden, as well as a quest where you get incomplete maps about hidden locations. But the other part of it is interesting. I think I can come with something there and will keep you informed.
If don't answer much, is only because I already started some proposed quests and it takes a lot of time and endless testing to fine tune them and avoid flaws. Once one is done I start on next, so you may be faster when giving ideas than me scripting them.
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Era II mods and utilities
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songfx
Adventuring Hero
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posted April 05, 2009 05:03 PM |
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Edited by songfx at 17:04, 05 Apr 2009.
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Quote: Thank you Michael, this is an interesting idea.
It's my pleasure¡£
Here are some other ideas from bbs.wakeofgods.com.
1.
The Queen is going to walk through a passage, which is blocked by several obstacles. And each switchpoint controls to open one obstacle, but to close another. So the Queen should get pass with help of her assistant.
2.
There is a cave guarded by Fire elemental, Air elemental, Water elemental and Earth elemental. The terrain in the cave changes everyday. For example, when the terrain turns to fire, the Fire elemental became unbeatable, but the Water element became much weaker.The queen should choose good days to fight with them.
3.
In a labyrinth, the aim is not too far away, however, the Queen can't go there directly. At each position, she has eight possible directions to go, but only one is correct. The correct direction is determined by the primary skills and movement point. So before any movement, the player should calculate. If the Queen choose the correct direction, she will move to a position closer to the aim, otherwise she will move to a position further to the aim.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 16, 2009 05:55 PM |
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Edited by Cepheus at 17:20, 23 Jul 2011.
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Quote:
1.
The Queen is going to walk through a passage, which is blocked by several obstacles. And each switchpoint controls to open one obstacle, but to close another. So the Queen should get pass with help of her assistant.
2.
There is a cave guarded by Fire elemental, Air elemental, Water elemental and Earth elemental. The terrain in the cave changes everyday. For example, when the terrain turns to fire, the Fire elemental became unbeatable, but the Water element became much weaker.The queen should choose good days to fight with them.
3.
In a labyrinth, the aim is not too far away, however, the Queen can't go there directly. At each position, she has eight possible directions to go, but only one is correct. The correct direction is determined by the primary skills and movement point. So before any movement, the player should calculate. If the Queen choose the correct direction, she will move to a position closer to the aim, otherwise she will move to a position further to the aim.
Interesting ideas, but:
1) There are already several quests doing this.
2)The idea is very good, but I can't see how it can be realized with any challenge.
If I set up a timer to change every day the terrain, then all the queen has to do is wait near the cave 4 consecutive days and fight on each one.
3)The primary skills will not change while the movement will. So they can't be used both as a condition. The pattern used after checking the movement points will be the same at each attempt, as the labyrinth is a fixed thing. So once the player understood the pattern, he will succeed every time. If I use a randomly created labyrinth, then checking movement points will not be useful...hard to do.
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Moderator note: This thread has been inactive for two years or longer, and has been archived (closed) to prevent necro-posting. If you wish to revive the topic, send a message to Cepheus or create a new thread in its place. Thank you.
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Era II mods and utilities
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