I will just add this here and update it as I get new ideas. Maybe some of you can help? There should also be secondary quests which I haven't gotten to yet.
Mission set 1. Safehouse - These quests are meant to simulate the beginning of the outbreak as well as serve as a somewhat tutorial for new players. The safehouse is choosen by the player and it can be a apartment, house or any other small interior.
Quest 1. The player looks for a safehouse to make it his own.
Quest 2. The player has to scout the city. Show him/her where the major locations such as ammunations, hospitals, stores are and how to loot them.
Quest 3. The player hears a radio broadcast about soldier handing out supplies in a certain area. The player goes there and receives some low level supplies.
Quest 4. The player searches for a private car. Maybe add it into a player garage and /spawncar it when needed.
Quest 5. Just like quest 3, but this time the items received are fewer.
Quest 6. The player drives around the map fixing and upgrading the car.
Quest 7. Just like quest 3 and 5, but this time there is nothing there but a radio on which he hears some voices talking about a safezone. The player takes the radio and drives up to the top of Emerald Isle to get a better single and finds out that the safezone is in Bayside.
Mission set 2. The Long Road - These quests are meant to simulate survivors traveling through the wasteland. The player has to have a vehicle with at least 70% health in order to access these quests.
Quest 1. The player starts off from his/her safehouse and leave the city using the Northern Exit near the train tracks.
Quest 2. The player drives up to Las Payasadas wall, where he realises he can't go any further, so he turns back and drives to Fort Carson, passing by Green Palms(Red Tabs base)
Quest 3. The player takes a rest in Fort Carson. Have him /search a few areas and look around before making a camp fire(or something) and resting for a bit.
Quest 4. The player takes the rest of the journey from Fort Carson to El Q to the Bayside Tunnel and finally Bayside.
Quest 5. The player is sent to the docks(Down the left road from the entrance) where he has to register and do bureaucratic paperwork. Once that is done, he is given a tour of Bayside.
Note: Throughout this journey, the player is encouraged to stop at different places to look around and /search. Additionally, this route is picked because it has very few survivor settlements and therefore maintain the dead world vibe.
Mission set 3. Bayside Safehouse - These quests are meant to simulate communities starting to form after the apocalypse. The player has to buy a safehouse in bayside to have access to these quests.
Quest 1. Gather resources from the ruins Fort Carson.
Quest 2. Establish two Trade Nodes in LV - These should be the trade locations on top of the highways as you leave the city, north and south,
Quest 3. Word of a military plane failing to take off from the LV airport spreads around. The player is tasked to investigate.
Quest 4. Running low on fuel, the community sends the player to take a fuel tanker from Octane Springs(Old Rad Tabs base).
Quest 5. There is no current work to be had, but a guy named Jay walks up to the player and asks you to help him reclaim is old property just outside the collapsed portion of the Bayside Tunnel.
Quest 6. To bring in more survivors, you go to big ear and activate the tall radio poll thing(Not the big ear itself).
Quest 7. You are sent out to meet with a caravan of survivors that were coming up the road not to far from Jay's restaurant. They went silent for some reason and you have to investigate.
Mission set 4. Bunker - These quests are meant to simulate a prepper lifestyle. The player has to buy a bunker to have access to these quests. Property more expensive than the Bayside safehouse.
Quest 1. The water chip is busted! Good thing there is a bunker somewhere out there that has a exact copy.
Quest 2. You want your bunker to remain a secret. The player goes to the national planning center as well as area 51 to delete all records of his bunker.
Mission set 5. Warehouse - These quests are meant to simulate people attempting to preserve culture and history. The player has to buy a warehouse to have access to these quests. Property is about the same price as a small sized bunker.
Quest 1 - ???. Have a few fetch quests where the player retrieves artifacts such as the US Constitution, a old bible. The lore team can also make up some history of the LV region and have the player collect these artifacts.
Quest ??? - ???. Once the old stuff is collected, the player must collect recent events artifacts such as a camera containing pictures of how life use to be, movie collection or even some newspapers or saved radio broadcasts that I mentioned in another thread.
NOTE: You can really add as many of these as you want, just don't make it to tedious.
Mission set 6. Carrier Cabin - These quests are meant to simulate people attempting to learn more about the virus. The player has to buy a Cabin on board the carrier. Property is about as much as the Bayside Safehouse, but it's missions are a lot harder.
Quest 1. Looking for the earliest strain of the virus, the player is tasked to go to several mass graves and take samples.
Quest 2. The player is tasked with keeping track of zombie herds. Send the player to investigate areas where player zombies spawn after death/first login.
Quest 3. The scientists need something from the lab underneath the medical center (Old UC lab, next to the prison).
Quest 4. There was a scientist in Fort Carson that was working on the infected, he is long dead, but his notes in the Fort Carson Hospital morgue might prove useful.
Mission set 7. Carrier Plane - These quests are meant to simulate the rebuilding of civilization. The player has to buy one of the planes located on the aircraft carrier in bayside.
These quests should be similar to mission set 3, but on the grander scale. The player can be TPed to dungeon like areas outside the LV region. Although this would require more time to be implemented cause the mapping team is currently focused on other things.
Quest Lines
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Re: Quest Lines
One thing i think i should let you know about that might give more juice hopefully to these quest plans is about the disease zones mechanic that may get implemented during the beta. The general idea is that the further east you go on the map towards the big city, the more gear/protection a player will need in order to not succumb to the environment and the more lucrative the loot will be that you find in turn. Zombies may get buffed in diseased zones and debuffed in "purified" zones so to speak. So Bayside on this map would be the safest for humans and East LV would be the most dangerous area.
This image is just to illustrate the general idea, these zones can be shaped differently, localized and moved around. It's still in the planning phase. Basically without protection, the disease stat will start to slowly gravitate towards the value designated in the area. This can be supplemented/mitigated by other mechanics, gear items(suits, gasmasks), medical items, etc.
This image is just to illustrate the general idea, these zones can be shaped differently, localized and moved around. It's still in the planning phase. Basically without protection, the disease stat will start to slowly gravitate towards the value designated in the area. This can be supplemented/mitigated by other mechanics, gear items(suits, gasmasks), medical items, etc.
Re: Quest Lines
I like that idea a lot. I do suggest making area 51 and the immediate desert around it be a max level disease zone. Maybe have a few patches of higher level disease zones mixed around with the lower ones and have a way to detect them. The previously mentioned mass graves could have a higher level of disease. I am thinking fallout radiation like zones.
As a general difficulty scaling, I like this. It would be interesting if players can only find higher level protective gear if they venture into disease zones 2-3 levels higher than their current protection.
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Re: Quest Lines
Very easy to do now with the addition of the ability to create loot tables in game. Then it's just a case of creating the search node using the id of the newly created loot table. There is some hard coded logic needed in the script after the fact, but I am looking into ways of making it dynamic so that code changes aren't needed to introduce new loot tables into the search command.Logan wrote: May 24th, 2025, 3:23 pm It would be interesting if players can only find higher level protective gear if they venture into disease zones 2-3 levels higher than their current protection.