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Why not design a WildStar mission?

Discussion in 'WildStar General' started by Zap-Robo, Sep 23, 2011.

  1. Zap-Robo

    Zap-Robo Administrator • King Cupcake

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    So, you're all psyched up for the release of (or at least beta of) WildStar. You've seen all the footage, read all the articles and perhaps even got hands-on with the game at gamescom or PAX. You may be asking yourselves what Carbine are waiting for...

    ... you know what it is? Content!

    That's right - they've got an engine, they've got character classes and races and Paths ready to go but what I suspect they are lacking is content for those potential characters to play.

    And we can help them out with that! We've see the presentations describing how Carbine like to layer/produce content, how the Paths work (in general terms), and the themes for Nexus.

    We can design them a quest chain/mission arc and who knows, if it's up to scratch or gives a Carbine Dev some inspiration, maybe you'll see an echo of your creation in the game!

    So give it a shot - be it a convoluted plan for an entire quest chain, a short comic relief concept or just a theme/topic you want to see ingame then here's the place to share!

    You never know where it could lead...
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  2. Zap-Robo

    Zap-Robo Administrator • King Cupcake

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    My personal concept, inspired by this weeks' WildStar Community Uplink...

    Overview: Zap's Overrun Eldan Settlement
    An out of the way but above ground Eldan settlement has been overrun by local flora and fauna to a degree that it is no longer recognisable. Once "triggered" it will start a large-scale public quest to build up the settlement to functional status again.

    During the buildup process, if a PvP ruleset is active, Dominion and Exile faction players can fight for control, otherwise NPC's for each faction will be in a "trench warfare" setup and whichever faction gathers the required resources "forces" the other out.

    The settlement will require constant rebuild/resupply or it will be able to decay to it's former state. Decay will only happen if the location is fully constructed.

    Discovering the Settlement Site
    To initiate the quest either an Explorer will need to come across the settlement in the general course of exploring, or a small number of Discovery points for Scientists can be scattered in the nearby areas (signs of a road to an Eldan settlement).

    On arrival at the site, Explorers will see signs of Eldan magics/technologies (but no details). Scientists will be able to identify specific Eldan technologies/magics which will include devices to ward away the local fauna.

    Clearing Ground
    On arrival, there will be a large number of indigenous species using the various overgrown buildings as habitats. The first stage will be for the players to clear the area of the mobs to start rebuilding.

    While Scientists may have identified devices that should be able to do that, there are too many creatures for the devices to function (they overload if it is tried by a Scientist of sufficient level). The number of mobs in the area is almost a fixed number, the respawn timer being in the order of a day or so and players can work together over time to clear them out.

    Soldiers will be able to speed the process by activating one of several Holdouts to draw in the creatures en masse to be defeated.

    Once fauna in one area is depleted sufficiently, Scientists of appropriate skill can activate the device to ward an area. An area will need to be warded before the buildup stage for that area can be started.

    It should be tailored for multiple players over a period of perhaps a week or more if fighting but as sectors are individually warded, the players can feel they are making progress.

    Rebuilding the Settlement
    The purview of the Settler Path, this should use whatever the game mechanics are for a Settler to build up an area (not yet announced). It should be tailored for multiple Settlers over a period of perhaps a week or more, but being able to show useful progress.

    Perhaps each warded area reveals a broken Eldan device. A medical facility, supplies manufacturing/summoning facility, etc. As each area/building is warded and then built up, these facilities come online piecemeal to give small goals to target.

    A Scientist can identify what function each section has, once it has been warded so resources can be filtered into what the players want in the area.

    Soldiers can assist with Escort missions to bring in NPC repair specialists from neighbouring areas, if they are not already busy with clearing mobs/fighting back player incursions.

    Under a PvP ruleset, the wards will be destructible allowing for player sabotage.

    Securing the Settlement
    In the centre of the settlement (and the focal point for the "trench warfare") will be discovered a Central Ward. The minor wards turn out to be only a low powered edition of the Central Ward, which can place a forcefield over the settlement (coloured by faction, so identity of control can be ascertained at a distance).

    Essentially the fight for this central location marks the end of the settlement construction and tags the settlement for the owning faction.

    The Central Ward will be guarded by a nice raid boss of some description befitting the area who will of course need to be felled before the Central Ward can be brought online.

    The Central Ward will need your factions' half of the minor settlement wards to be active to recreate the Ward Network (this can either be discovered by Trial and Error, or by a sufficiently skilled Scientist).

    Once the Central Ward is active, the opposing faction will no longer be able to pass through the ward. The NPC winning faction will be scripted to wipe out/push out the NPC losing faction. On a PvP ruleset, the opposing faction players will be locked inside the ward, for the other players to flush out.

    Settlement Completion
    Once the settlement is complete, the area may be seeded with appropriate quest givers which might delve more into settlement itself or into the surrounding area.

    Random public quests may occur then a pirate force, or enemy faction try to make headway back into the settlement to gather Eldan technologies or to seize control.

    Additionally, the settlement (specifically the Central Ward) will be subject to constant decay and will be a time/moneysink to keep active. If the Ward fails then the creatures (including a new version of the raid boss) will descend upon the area and attempt to wipe everything out and "reset" the settlement. Imminent loss of the settlement should be a broadcastable event across the faction so players are given a chance to fix things.

    If the settlement is reset, then the raid boss will give lesser rewards (to stop players from farming it) but give the opposing faction a chance to take control.
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  3. Zap-Robo

    Zap-Robo Administrator • King Cupcake

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    So, noone else have any mission ideas?
  4. Frozenoak

    Frozenoak Founding Member

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    I'm not generally the idea man. I more fill the role using ideas. The above mission sounds delightful and would be outstanding in a PvP zone.

    That being said, I'll give t his a try. I like the idea of currying favor of an NPC faction town, like a barter town, by doing "favors" for them. Eventually building a reputation that allows you to trade with them. This could be done on an individual, guild, or faction level. For example; you could have a town, or ship, somewhere between you and the enemy. They'd be suspicious of you when you first meet them but they are greedy.

    For the Individual, they ask you to do them a favor based on your path. (fighter go kill something, explorer find us raw materials, settler build us a path, scientist go ... science something) The more you do the more you get to trade.

    For the Guild, they'd have one or more quest chains that require (or is simplified by) multiple paths to complete. (Install this com tower on top of that cliff for us whilst fending off that angry mob of aggro)

    For the Faction, it'd be an epic milestone of some sort. (Oh, you've collectively built 20 prospering cities? Sure, we can do business.)

    On the Individual and Guild level this barter town would belong to a neutral faction that wouldn't want rivals fighting in the streets so while it might be placed on the edge of a PvP zone, any fights that did break out in the town would damage positive favor and would immediately require maintenance quests, and trading privileges would be lost. On the Faction level, it could also be set up so that the factions would have to compete for trading privileges but a greedy faction would want to trade with both sides, maybe playing on side against the other.
  5. Nonsensicles

    Nonsensicles Cupcake-About-Town

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    Not just yet. Waiting on more lore-type info, to avoid necessarily creating something too generic.
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  6. Dragor

    Dragor Cupcake

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    This.
    I like the idea of designing your own mission, I just really need some guidance story wise.
    So as soon as Carbine releases more lore I will think about a mission ;D
  7. souper

    souper Founding Member

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    Paths being integrated into many quests is definitely something I want to see. You could take pretty standard missions, like escort the person from point A to point B, and spice them up with paths. Along the way you'll have the opportunity to activate deactivated turrets as a Settler; the ability to bring to life scary venus flytrap monsters to eat your enemies as a Scientist; the ability to open shortcuts at certain spots as an Explorer; or the ability to start an invasion from a source as a Soldier which would weaken the assassins allowing you to mop the whole thing up easily.

    Not only paths but the whole collection of momentum mechanics can really spruce up every conceivable sort of quest. That is what I like about what the WildStar team is doing. These features they are talking about don't simply add extra new content to the game, they add it on top of existing familiar content to keep things fresh and interesting especially for those of us who have played many MMOs before.
  8. Myrddin

    Myrddin Cupcake

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    Pretty good example here.



    Think it is a pretty good example on how this could look, love the ideas ... but it will make choosing a path even harder, have to think abotu what I am missing out on :D doubt anyone is 100% Explorer or 100% Achiever, etc.

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