Balor
Recruit
I'd suggest making questing like in Space Rangers. Right now, you are randomly assigned an objective, and then situation is generated... like a raiding party that attack a village.
In SR, it's vice versa: If there is was a raid, and raiding party is not yet returned home - assign the quest to punish them...
Also, quests like 'exterminate “number” groups of bandits' should be common - since there are usually a lot of bandits running around . In fact, we already have one - in Zendar. Exploit it some more.
Same goes for quests like supply 'that' and 'that'... it should be centered on actual demands, not be completely random. Like a city that is low on foodstuff may ask to bring some.
And btw, right now most supply quests are horribly overpowered in terms of returns. Like, I was given a task to bring 4 coursers. I've brought... 3 of them were limp, and on was stubborn . All in all, it cost me about 5-6k gold. In return, I got more then 20k! It's insane.
I guess you should only get full cost of them, + 30-40% extra at best... making it a great way to sell off stuff you looted (or produced) for extra profit, but not: get quest, buy all they wanted in the shop of the very town, get insane $$$.
And make them reject low-quality goods, like cracked for weapons, battered for armor and limp/swaybacked for horses. Or make them use correct costs when calculating rewards. Preferably both .
And, of course, more quests for getting followers, unique items and perhaps even acquiring your own settlements would be nice.
In SR, it's vice versa: If there is was a raid, and raiding party is not yet returned home - assign the quest to punish them...
Also, quests like 'exterminate “number” groups of bandits' should be common - since there are usually a lot of bandits running around . In fact, we already have one - in Zendar. Exploit it some more.
Same goes for quests like supply 'that' and 'that'... it should be centered on actual demands, not be completely random. Like a city that is low on foodstuff may ask to bring some.
And btw, right now most supply quests are horribly overpowered in terms of returns. Like, I was given a task to bring 4 coursers. I've brought... 3 of them were limp, and on was stubborn . All in all, it cost me about 5-6k gold. In return, I got more then 20k! It's insane.
I guess you should only get full cost of them, + 30-40% extra at best... making it a great way to sell off stuff you looted (or produced) for extra profit, but not: get quest, buy all they wanted in the shop of the very town, get insane $$$.
And make them reject low-quality goods, like cracked for weapons, battered for armor and limp/swaybacked for horses. Or make them use correct costs when calculating rewards. Preferably both .
And, of course, more quests for getting followers, unique items and perhaps even acquiring your own settlements would be nice.