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We Want Your Mission Ideas

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Re: We Want Your Mission Ideas

Postby simplycorrect » July 11th, 2012, 11:55 am

Three Factions

American Indian Faction
This faction is descended from the American Indian population. Living on reserves, this group was largely sheltered from the direct impacts of the war. With more natural resources and survivalist knowledge, they fared much better than most.

These Indians behave like a stereotypical old-style Indian tribe, but don't take it seriously and often poke fun at themselves and make jokes about Indian stereotypes. They are a laid back, jovial and tolerant people, very easy to like and get along with.

The Indians are having a problem with a colony of city dwellers who are living in the ruins of a pre-war city nearby in the region. The people in the city became phobic of mutation, and began ridding themselves of all who showed signs of it. Over time, they became extreme in their hatred and began targeting the Indians because they allowed mutants to live as normal parts of their society.

The Indians have a tradition called a 'spirit journey' in which they ingest a local plant and enter into a dreamlike trance. In this trance, they claim they are given messages by the spirits, including sometimes information about the future. The tribes medicine man is an exceptional mutant who is able to go on extended spirit journeys. He claims he knew the Rangers would come, and that their arrival marks the beginning of a great change. He offers to take one of the Rangers on the spirit journey.

During this experience, the Rangers mind seems to be surveilling the region from far above. He can clearly see the ruins of the pre-war city the Indians mentioned. He catches a glimpse of the Indian holy city as well, which is also situated among ruins, though these are far more ancient. The dwellings are located in a cave on a sheer cliff face.

City Faction
This faction is descended from the survivors who lived in the city prior to the war. The residents of the city are xenophobic and abhor all mutants. They try to keep the human breed 'pure' by banishing all those who exhibit mutation to the sewers below the city.

The society in the city is fashioned after the political process of the america of old. Thus, there are two political parties in the town and an election taking place. When the Rangers arrive, the two candidates are having a debate. Each stands on an old crate and speaks to an assembled crowd.

The first candidate is a conservative type, promising to destroy the filthy forest dwelling mutant tribes while maintaining the tradition of banishing their own vile mutant scum to the sewers.

The other candidate is more progressive, wishing to end outright hostilities with the degenerate forest tribes and trade with them, while condemning the outdated tradition of banishing mutant trash and arguing instead that mutants should all simply be executed to spare them further suffering.

During the debate, the candidates furiously spin their positions, trying to portray themselves as more anti-mutant than their opponent. Opinion in the town is mixed, giving the Rangers the opportunity to sway them one way or the other if they so desire.

The winner of the election is called President and gets to wear the Presidential Top Hat. He is presented with a female servant and a box of cigars. The agenda of the winner is carried out very soon after they win.

Mutant Faction
The sewers under the city are no longer used as actual sewers, since there is no running water. They are inhabited by the rejected mutant citizens of the city above, forced to live in exile under penalty of death. These mutants are a miserable lot, feeding on rats and scrounging food and other valuables from the garbage of those above. Over the years, the mutants have expanded the tunnels, so the sewer network is like a maze, both dark and vast and easy to get lost in without a guide.

Though poor, the mutants use what they have very effectively. Tools, clothing and many other items are shaped from rock and discarded materials.

One of the mutants is really smart because he has an enlarged brain. He has come up with a scheme that will release radiation all over the city and surrounding environment. This radiation will cause genetic mutations and defects in all living creatures, essentially turning all the 'pure' humans into mutants. He believes that it is the only way to escape the conditions the humans have forced upon him and all the others. The Rangers can come to know of his plans by talking to some of the mutants, or by siding with the conservative candidate.

Outcomes

1. side with the conservative candidate. This involves stopping the brainy mutant and leading a force of city dwellers to the indians base camp to destroy them. Main battle is against the Indians, Indian faction gets wiped out. The mutants are weakened, and the city dwellers remain the most powerful faction.

(In this scenario, the Rangers can use the knowledge they gained on the spirit journey to lead their forces to the Indians holy city, located within ancient cliff face dwellings (Like Cliff Palace). The Indians fiercely defend their holy ground, which allows the invaders a chance to kill a great many of their warriors all in one place. After their defeat, any surviving members of the tribes are forced to flee the region for fear of further attacks.)

2. side with the progressive candidate. This involves leading a force of city dwellers into the sewers and killing all the mutants and then brokering a peace deal with the Indians. Main battle is against the mutants, Mutant faction gets wiped out. The city dwellers remain the most powerful faction and are willing to live peacefully with the Indians.

2a. It is also possible to destroy the mutants, and then kill both candidates. Main battle is against the mutants, Mutant faction gets wiped out. The city dwellers are weakened, leaving the Indians most powerful.

(To complete the objective, the Rangers need a guide to lead them to the mutants meeting places in the underground maze. They need to 'convince' one of the mutants to rat on their brothers and watch them get wiped out. Leadership abilities are utilized to lead anxious forces into the dark labyrinth of the sewers, where they face several ambushes by desperate mutants.)

3. side with the brainy mutant. This involves killing both candidates before the election and releasing the radiation weapon, followed by leading the mutants out of the sewers to take their place in the city. Main battle is against the city dwellers, city dwellers wiped out/join the mutant faction. The mutants become the strongest faction, and are willing to live peacefully with the Indians.

(Attacking either candidate will cause an uproar in the city and an armed response from the citizens. If enough people are killed, the remaining citizens will run away and hide, waiting for the Rangers to leave. It is also possible to kill the candidates stealthily, though this must be accomplished on the same night, or the other candidate will automatically win and implement their respective plans. In this case, when the mutants emerge from the sewers there will be an armed contigent of city dwellers waiting for them.)

4. stop the brainy mutant. This effectively results in 1.

(To complete the objective, the Rangers need to convince a guide to lead them to the Brainy mutants lair, kill him and destroy his device.)

5. stop the brainy mutant and kill both candidates. This will weaken both factions, leaving the Indians the most powerful.

6. do nothing, the mutants replace the city dwellers faction and continue to skirmish with the Indians.
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Re: We Want Your Mission Ideas

Postby cbu » July 15th, 2012, 6:33 am

Ninja (samurai would work too)

Background
-some VIP was killed
-you were sent to investigate
-found that it was done by a ninja clan

Place
-Hidden/secret hide out
-Dojo like
-Deadly traps
-Guarded by Ninjas

Boss area
-Team of female sexy ninjas http://4.bp.blogspot.com/-OQgDmHaOjV8/T ... 8654_o.jpg (ok, ok, need not be female or sexy... :lol: )
-Female Ninja leader
-Ranged: Shuriken (kick-ass pistol if you want a more hybrid mix)
-Close combat: Katana
-High agility, movement etc...
-Name: Kate :) (in memory of the muscle girl but anything actually)
-probably something like http://wallls.com/wallpaper/11758/ (got a slightly futuristic look)

Upon defeat of boss
-kill her to claim reward
-challenge u to one to one unarmed combat, winning can let u
i)hire her as a 5th~7th npc player :mrgreen:
ii)set her free, she promise to render one time assistance in return. (maybe can help in a future difficult quest)
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Re: We Want Your Mission Ideas

Postby Drool » July 15th, 2012, 7:20 pm

I'll stick with super-ninja coydogs, personally.
Alwa nasci korliri das.
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Re: We Want Your Mission Ideas

Postby Woolfe » July 15th, 2012, 11:04 pm

Drool wrote:I'll stick with super-ninja coydogs, personally.


Teenage Mutant Ninja Turtles perhaps? ;)
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Re: We Want Your Mission Ideas

Postby monocle » July 17th, 2012, 8:42 am

dunno if any1 proposed this already...

general quest: ranger tag badge collection.

Receive the q at your HQ from some old guy (maybe a quartermaster) to collect the tags from the ramaints of the rangers in various locations throughout the game. Maybe you can also find the rangers' journal fragments along with the tags. Upon collecting, say 30, a proper burial ceremony will be held in the memory of those who tried but didn't make it.
Would it be enough to show my dedication if I say that I've got the Rune of Torment tatoo on my left shoulder?
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Re: We Want Your Mission Ideas

Postby Malius » July 18th, 2012, 3:03 am

Premise

When exploring an old derelict Laboratory you come across several research notes relating to the creation of a group of machines capable of human emotion and who have the knowledge and ability to create more robots and program them with their base code (Similar to a new born baby no previous experiences).
You find the machines and are faced with your decision on how to act.

Decision 1 – Destroy the machines
Decision 2 – Free the machines but ensure they agree to not settle around here
Decision 3 – Help the Machines settle into a local safe place (your Choosing)

Finding notes relating to the Machines
Upon further exploration you find a set of bones in the head researcher’s quarters with a pass code for a locked room.
I’m thinking bones over a table with a journal;

Date – Day of the apocalypse
“Finally I have finished my work, a machine with the emotions of a human being! I have yet to inform my colleagues but I have been privately tutoring the strongest of the five “Raynor” on everything I know. His ability to absorb information is incredible but what is most astounding is the fact he applies logic to everything he learns.
I believe given the right resources he is now capable of creating a machine as intricate and intelligent as himself.
If only I had mor……………………….”

Once you have the pass you must find the door to where the machines are stored.
Decisions with the Machines

Decision 1 – Destroy the machines – No further quests
Pros – Receive the power modules that sustain them. Utilising these back at the ranger base increases productivity.
Cons – In a last ditch effort for revenge the Lead machine releases an audio code which activates all security in the building i.e. turrets sentries etc.

Decision 2 – Free the machines but ensure they agree to not settle around here – No further quests
Neutral – You free the machines on the basis that they travel far from your community. This is due to the risk of having self-replicating robots living in the area.

Decision 3 – Help the Machines settle into a local safe place (your Choosing) - Additional Quests.
Pros – A new community is established in the wastes where no human colony could possibly survive. This new community is loyal to the rangers and coin the phrase “A robot never forgets”. Community bonus is little at first but with the help of the rangers finding and bringing back materials for them to create more Robots this increases dramatically.
Cons – Fear is caused with other local communities when knowledge of community of intelligent robots reaches them.

Community Vision

Robots – all Machines look still new due to material they are made from they done rust or decay. (so they can easily be identified over newly made machines

Robot Leader = Raynor – Male Design

Physical Build

A Typical leader square jay broad shoulders etc.

Personality

Given the time spent with the scientist tutoring him from first creation he is a wise and rational leader who is determined to live in peace with human society.

Subordinates

Assumed 3 Female Robots to Raynor and a subordinate male.

Community

Upon establishment – No impact from other communities as they don’t know about them yet.
Established in an area not close to any other communities.
Source of water – Hazardous to humans – Radioactive
Buildings - Some derelict structures
Security – Raynor – Similar to sherrif – No town walls
Shops – One of the female robots attempts to open a shop – Little to no inventory
Medic – One of the females is skilled in human medicine and attempts to start a clinic to draw in travellers
Mechanic/production – Male subordinate in charge of setting up production facilities so they can enhance the community and create more companions.

Community Growth

I order to grow the community the machines need scrap and parts.
All new machines reflect the fact that they are made from scrap, rusted etc.
After enough scrap has been brought to the community a new machine is created. Once the numbers are met the following happens to the community.

Community stages – 10 machines

Community improvement
Store upgrade – New shop – Better stock staff = 2 r
Medic Upgrade – New Shop – Better stock and free treatment for rangers. = 1 r
Security Upgrade – Town wall and cleaner water (lower radiation) = Raynor + 2 new r
Mechanic/production upgrade – New premises able to produce weapons armor for store to sell = 2r
Builder Bots – no interaction with player other than minimal generic chat- seen tinkering around community = 2r

Community stages – 15 machines

Community improvement
Store upgrade – Improved look of shop – Better stock staff = 2 r
Medic Upgrade – Improved look of shop – Better stock and free treatment for rangers. = 2 r
Security Upgrade – Strong town wall with entrance gate plus clean water and a single watch tower = Raynor + 4 new r
Mechanic/production upgrade – Improved look of shop able to produce better weapons armor and ammo for store to sell = 3
Builder Bots – no interaction with player other than minimal generic chat- seen tinkering around community = 2r
Miner Bot = New mine entrance appears in town – inaccessible to humans as designed only for robots = 1

Community stages – 30 machines - FINAL

Community improvement
Store upgrade – Improved look of shop – Better stock staff = 2 r
Medic Upgrade – Improved look of shop – Better stock and free treatment for rangers. = 2 r
Security Upgrade – All walls look daunting and gun turrets spotted on 4 towers = Raynor + 6 new r
Mechanic/production upgrade – Improved look of shop able to produce better weapons armor and ammo for store to sell = 4
Builder Bots – no interaction with player other than minimal generic chat- seen tinkering around community = 4r
Miner Bot = New mine entrance appears in town – inaccessible to humans as designed only for robots = 4
Bar - 3
Casino - 3
Tower Greater - 1
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Re: We Want Your Mission Ideas

Postby cmacd85 » July 18th, 2012, 12:13 pm

Human Experimentation

The Rangers come across a secret/isolated lab used for experimentations in human evolution, isolating test subjects and selectively breeding them based on wanted characteristics. Although most of the 'subjects' are treated fairly well, some are treated cruelly, to encourage mutations (light derivation/disease infections/nano technology/mind altering substances?). On the whole subjects are left to there owe devises, to help monitor and identify the subjects with the 'strongest genes'.

Upon arrival the rangers have a few options:



Kill 'em all
Clearly finding such unethical experimentations will be upsetting and shocking, perhaps the scientists with their detached approach will climate in a frenzy of bullets and blood; destroying the base.

Consequences: The base is destroyed, with any useful material/technology gone forever. The subjects flee, disappearing into the wasteland, perhaps intermingling into the local settlements.
Perhaps on a long term scale, these subjects become shunned by the local community, and with the subjects realising there differences become to hate the 'normal humans' and band together (a Frankenstein's monster theme). While others are accepted and use their abilities to improve the settlement and become champion of the people. These maybe side quests to follow up on?



Scientific Mind
Fantastic! The scientists have made some amazing breakthroughs! Although this is clearly unethical it seems like a waste to not make sure the human race doesn't benefit from all this sickening experiments eh? The rangers base is called, and the lab taken over. The rangers scientists collect all the data from the experiments already done and carry on the testing but with morality and perhaps even consent from the subjects!

Consequences: The Rangers have gained a asset, but there are serious costs involved. Also the public opinion might not be positive and there's all these subjects to deal with! Eventually the lab will become a success or a failure...perhaps on efforts by the rangers.


Mercenary
Ok, ok it's not good, but there are worst things in the world...however this lab does have it's uses! The ranges starting trading with the lab, perhaps even offering protection and new test subjects.

Consequences: The rangers start trading with the base, gaining some much needed supplies and new drugs/technology. This is possibly the simplest outcome but with little else involved in the 'quest'.


Compassionate Approach
These experiments are awful and must be stopped, the scientists bought to justice and the subjects, if possible, reintroduced into society.

Consequences: This is a slow and costly process. Although the subjects will be grateful and your good work will be well known, not many 'tangible' benefits can be gained from this outcome; then again everyone loves a happy ending!

PS. There are clearly some plot holes in this, which would need to be worked on. For example how is the lab funded? By selling drugs/technology, funded by a more sinister group? Anyway, hope you enjoy!
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Re: We Want Your Mission Ideas

Postby Mook » July 19th, 2012, 10:11 am

Hey All,

I didn’t see much mention of it prior, but I wanted voice my desire for simple collection mission types or even recurring scavenging mission types as a back-drop for the missions involving more drama. Vehicles, machinery and other “luxuries” require maintenance and if the Rangers want to use these things, they’ll occasionally need to find/purchase/capture/steal parts for this purpose. Parts come in all shapes and sizes and some require tough logistical decisions to be made. Not everything can be carried, but the things that can will require the player to prioritize their inventory.

Repairing and scavenging equipment sometimes requires tough decisions to be made. Not everything can be found in a market. Some prices are too high. Some things can only be acquired by taking them.

Of course, the repair (or modification) itself is a function of mechanical aptitude and the tools available. Perhaps the Rangers don’t have someone with the specific skills. Do they trust an expensive part to a general-knowledge mechanic? If not, where can they find someone who is capable of doing the job right (the first time)? If the job isn’t done right, what happens when/if the machine fails at a critical time?

Simply locating the things you need can spur adventures in itself, bringing your characters into locations and situations that they would not otherwise have cause to. Also, collecting (obsessively) the pieces necessary to fully repair or modify something can act as incentive to remain within the game (just one more search location). I know of many gamers (ok, include myself here) who have (shamelessly) spent hours in a game world trying to find the correct pieces to accomplish some task. I think that by randomizing loot, you can make this type of search even more fun.

Hope this helps,
Tim (Mook)
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Re: We Want Your Mission Ideas

Postby Jerichoholic » July 22nd, 2012, 6:54 am

SilverSam just helped me come up with this idea from sharing thoughts here:
viewtopic.php?f=7&t=2536

Keep in mind that this is only my impovised stream of thoughts but I really love this idea.

FOREIGN AFFAIRS
Some guy holds a significant amount of resources (like water or food) in a fort or complex, commands a little army and makes people begging for those resources work for him.

After talking with people around you find out that this guy is no other than Richard Nixon! Assaulting the fort seems to be a hard nut to crack, unless you are skilled enough to do so or you perform an attack at night. Another way to get inside the fort is to kill a couple of his soldiers patrolling nearby areas and while wearing their uniform, get yourself into the fort (or maybe tie the soldiers up and torture them until they reveal a secret password - here's a tiny moral thing).

You decide to get rid of the boss, but inside the fort you run into a person who tells you that it's not the actual Nixon and you should rescue a scientist from a cell either at this fort or the X town to know the truth. After saving the scientist he tells you that it is a Richard Nixon's clone made by the government to control Soviets (or someone else) before the war, but after the apocalypse something went wrong and Nixon went nuts (gathering resources to fight Soviets, or thinking anyone who's not dressed in the american military uniform is red for example).

Then you manage to get to the clone's office (decorated as the White House for instance) and after a conversation he blows himself up along with the wall behind him. You proceed to that room and see hundreds of Nixon's clones sleeping in capsules! And after the main computer lost signal with the last president you can hear commands of bringing '#GC0039' to life.

Now you can either blow the whole place up with good ole explosives, or considering that all these people are brainwashed by the program but innocent you can reprogram the main computer to turn Nixons into factory workers (here's a bigger morale choice). Or you can turn the clones into your personal army. Despite they're not effective in combat, you might find how to use them later in the game (as a ransom for slaves or to scare the s. out of a village for ex.) Or you can save the equipment, reprogram the computer, bring scums there and turn them into brainwashed factory workers!
Last edited by Jerichoholic on July 22nd, 2012, 4:21 pm, edited 1 time in total.
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Re: We Want Your Mission Ideas

Postby SilverSam » July 22nd, 2012, 9:34 am

I came up with a mission. I don't know if anyone came up with something like this, but i want to give it a shot.

Mission: Meaty Meat

In some towns, after investigating, you adquire information about a merchant that solds meat and proteic bars at low prices. He makes a fix travel during some time, so you have to find him. After looking for someone that matches the info you gathered, you find a guy with an animal whose bags are full of food. You ask him where he gets the supplies, and he tells you that he works for a guy nicknamed "Meatball" that has a factory that produces enormous amounts of meat and some other types of food and sells them at low price. It's odd, because the prices are so low that you think that this Meatball guy isn't making any kind of profit with this, but he's doing something good for the people.

Later on, the same merchant tells you that after the travel where he met you, decided to investigate the factory and he thinks that theres is something strange going on. He asks for your help, and you can decline or cooperate with him. You travel with him to the factory and meet "Meatball" there. He's not ok with your visit, so he asks you to leave inmediately. You can either convince him to make a tour, kill him or sneak in the factory to investigate. After that, you don't see nothing out of the blue, except that the machines aren't working. If Your talk with Meatball about this, he tells you that he's awaiting for the products. If you press on him a bit, he'll tell you that he hasn't any farm, so he asks farmers to sell him some spare meat they could have, that's why he makes a good bargain selling meat at low prices.

You can either dismiss the issue and leave the are or wait for the people with the meat. You see they carry piles of cow(?) meat and some other animals, but after a time another group comes with more packages, and you see they carry various corpses, some even rotting or ghouls into the factory. After seeing this, you confront Meatball and he desperately tries to convince you about he's doing: He's taking little profit from this, he only tries to mantain a low cost food service in the area, but now that he's gaining popularity and influence soon farmers will start to make him offers to support the factory and he'll sto using human corpses and ghouls to supply his stock.

You have to take a decision: Let he continue with the factory and lose karma for continue using human bodies to his deeds, but the cost of food will decrease and there will be more types. You can kill him and blow the factory to stop him and gain karma, but food will be more expensive. You can tell him to support the rangers and not suffer a karma penalty. There would be more supplies aviable in the base, but they will be scarce in the wasteland.

Yout thoughts?
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Re: We Want Your Mission Ideas

Postby Echopeus » July 22nd, 2012, 10:01 am

Help a doctor with research of a specific species. By hunting or trapping you help collect data and specimens in a research project. Throughout the game there are decisions made that provoke the scientist to do good or evil with the data... the good is to ranch the animals for food the evil is to develop lasers that are mounted on the little critters :D
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Re: We Want Your Mission Ideas

Postby Ghoulem » July 22nd, 2012, 2:31 pm

This person's life is an excellent setup for a quest.

http://en.wikipedia.org/wiki/Dmitri_Polyakov (Not necessary to read)

Imagine you're the one given the mission to hunt down and execute a character like Dmitri. You're told that he is a traitor and that he gave up secrets to the enemy just to enrich himself. As you search for him, different people give background information on him through their view of him.

Ex. People in the faction:
"Used to be one hell of a shot with a rifle, I don't know what happened to him."
"Yeah, I remember Dmitri. We used to go out on patrol together. Quiet guy, I liked having his rifle around though."
"Sure I remember him. He was the only person in this entire camp that didn't complain about my cooking."
"I heard this rumour that he sold us out to the enemy, doesn't sound like him though. Who would tell such a rumour? Not me, that's for sure."
"He retired six months ago, told me he was going to trap geckos out west in the Snakerope Desert"


So now you know that he is: Quiet, retired, doesn't complain out loud, doesn't seem like a traitor to people, went west and is a good shot with a rifle.

Ex. People in a town near the Snakerope Desert:
"Dmitri? Never heard about him until now."
"That old man? Why would you want to see him? He never speaks to anyone."
" You mean the skinny old man with the K98-rifle? He comes by my store every other month to trade his gecko skins."
"That old man wouldn't spend a day in a bathhouse if it was free."
"Ah, Dmitri you say? Saved my life about a month ago. I was nothing but a greenhorn trapper then and I caught my own damn leg in my own goddamn trap. I was sure I was going to die from dehydration, but then this old man popped out of the bushes, gave me a sip of water, got my leg free and carried me all the way into town. Didn't even get to thank him before he vanished off again. If you find him tell him he should come see me. I want him to know that I appreciate what he did for me that day."
"Who? Dmitri? If I had a gecko skin everytime someone asked me about him, I wouldn't have any."


So now you know he is old, seclusive, hunts geckos, comes into town every other month, doesn't bathe, isn't part of society, keeps to himself, has a K98-rifle and helps people if he can (or at least values human life).

There could be several ways to encounter him. You could wait/leave a message by the storeowner, ask the greenhorn trapper where he set his traps and try to track him down from there or even go to places nearby where geckos live and see if you find any tracks there.

Let's say you choose to follow the tracks and they lead you to a small cabin where he lives. He is occupied outside with curing gecko skins. If you're good at sneak and unarmed you should be able to sneak up on him and knock him out, if you're a sniper you should be able to take him out with a shot, if you're good at sneak and explosives you should be able to rig the door with explosives, if you're good at sneaking and repairs you could rig his rifle to backfire, or if you're a human being you should be able to walk up and talk to him.

During the dialogue with him you'll learn of his reasons for betraying the faction he belonged to. Turns out it wasn't money at all. He didn't recieve any. A decision they made led to the death of his daughter, son or wife. The decision they made should be based on a utilitarian principle or a dogmatic rule (An angle about corruption could also work).

Ex.

No bartering with the enemy - He bought illegal medicine for his daughter from an enemy. It got confiscated/destroyed when he tried to bring it in to town. She died.

Don't negotiate with terrorists - The faction refused to trade three enemy prisoners for his captived son. Executing them instead which led to the enemy executing Dmitri's son as well.

They neglected to protect a small outpost to strenghten the security around the headquarters, causing the outpost to be laid to waste by raiders - who killed his whole family and burned his home.


The decision made him desillusioned and caused him to question the faction's values. By betraying their secrets to the enemy (who's values he now identified more with) he found a way to destroy/cause trouble to the faction that caused the death of his family/family member.

You then have to choose what you believe in and act by these convictions. Do you believe that Dmitri did the right thing by betraying the faction he belonged to and let him go or do you think loyalty is adamant and kill Dmitri thus proving your own loyalty to the faction and at the same time proving that you believe in the principle of loyalty?

If you choose to be loyal and kill Dmitri it would be brilliant if later in the game you experienced the same as Dmitri did, once more testing your loyalty to the faction, but this time at the expense of someone you care about.
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Re: We Want Your Mission Ideas

Postby SilverSam » July 23rd, 2012, 2:24 am

Another thing i've came up with is a series of random events that will give you a quest. I think it's kinda elaborated.

In some bars through the wasteland you can find a guy. If you approach him, you have to do it alone:
You see a thin man leaning towards his glass of whiskey. He's dressed in black, and the clothes makes him even thinner than he looks. He carries a rifle in his back, a revolver and you can see that he has another revolver too, but it's quite old and it looks like it hasn't been used in a long time. He wears a hat full of bulletholes and an old black cape. You try to see his face, but you can't see an inch of it because he has a mask, but when you watch him better you see he isn't wearing a mask. he has some kind of material pasted into his face, letting him open his mouth to drink. The "mask" resembles a skull, painted in white and black, but the most interesting feature of the face of the mysterious man is in his vibrant and cheerful eyes lurking behind the mask. You sit right next to him and decide that a little chat won't be a bad thing.

1-Hey, nice face, pal.
2-Are you shy or you try to be the freak of the town?
3-Hey, good fella. Hope you enjoy your drink. You look wasted.


After this, you start a conversation with Rodrigo Hidalgo, it's only a small conversation about some random thoughts you have and how you behave. From time to time he'll appear in other bars, where you talk with him. He would ask about what you are doing and what you have done, and he'll tell you back in a subtle way about himself.

Rodrigo: Look, amigo... Life sure is tought when you have a family to feed in the worst shithole of earth, specially when there are some stupid chicanos trying to fuck up your life. But i am good with these -He grabs his revolver- You know, since i was a kid weapons were the best. I was el mejor in my town, but bullets don't feed your family, so i had to do something about my dear Alicia and Teresa. I didn't want them to die starving in poverty while i could do something about it, so i tried all things i could do to bring a jornal at home... None of them was enough. But one day I found it! I helped an amigo in need and he talked about me to his folks. I had a job that allowed my family to have a good life, despite the dangers of course. But if you don't risk you neck nowdays, you won't have a chance to survive.

1-You got a point there.
2-Sometimes it's the best to care about yourself for the sake of your people.
3-They were dead wheight to you. You should have live free.


Conversations like these will make you understand things about Rodrigo and his thoughts. After the last conversation with him, he will give you a bottle of Tequila, and depending in how you responded him, he will say "Good:Here you have, amigo. It will make you better than me, hombre", "Neutral:Here you have, hombre. A little courtesy from you companion el señor Hidalgo", "Bad:Take this. Hope you drown on it, pequeño diablo". After this, you won't see him after advancing much in the game and gainig karma and popularity. After a lot, he will appear to you and telling you that someone hired him to kill you.You will have now the Quest: Friends with la Muerte After that, he tells you the truth: He is a professional Matador, an experienced killer that started his career long ago. First was protecting his townfolks and later killing enemies, but he was careless, and he started to gain a lot of notoriety. One night the town was attacked by a lot of riders lusting for revenge. While he was scorting his wife and daughter, the riders killed his daughter, making him rabid. He killed all the raiders, but after that, at a safe place, his wife asked if he was doing that to make a living. He told her the truth and the next morning, his wife tried to kill herself and him burning their house. His Wife died but he survivied with a lot of burn scars all over his body. After losing all he had in the world, he realised it was all his fault and that working as a farmer and die of starvation was better than living well working as a killer. He decided to carry his weight and guilt the rest of his life, working as a Matador and hoping that someone will put him to misery, even knowing that he'll never see his wife and daughter. He only wanted to be punished by someone skilled enough, but he was getting better at killing, so he abandoned his hope, becoming a souless wanderer in the wasteland... Until he met you. He was hired to kill you, but he wants to make it with honour, so he'll await for a duel in a canyon at 1 o'clock the next day. He will wait all the days that in forward in order to have his duel.

At this point, you can agree to have a solo duel or prepare an ambush to gun him when he appears. The next day, at 1 o'clock, he will talk with you before the duel. Depending on the mood you talked with him, he will tell you that you were a good friend, even if you didn't knew him well, that you were someone special that was there, or that you were a bastard, but someone that listened to his tormented laments. At this point, you can try to convince him to don't perform the duel, or to have the duel. If you convince him, he will ask if he can do something besides killing people. You can say him to use his skills for good joining the rangers or becoming a loner ghost that punishes people, or to leave his past life behind him to find something to live for.

If you have the duel, he'll thank you for putting him to misery with honour, despite that he'll be punished for all eternity in hell. After this, you can let the corpse be or dig him a grave with the tombstone "To the lone Matador".
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Re: We Want Your Mission Ideas

Postby piezzo » July 24th, 2012, 3:13 am

Hi all,

Just had an idea, don't know if it has been suggested already but, to put it simple, it would be great being mandated to investigate a crime you committed (like in Dexter) and to have to make someone else accused or at least innocent yourself (even though you're the criminal).

Same spirit, to kill someone to accuse someone else (with karma consequences ?), as a way of resolving a quest...

Usually you have to find a murder by tracking the visit card he/she "accidentally" drop on the crime scene (boooring, seriously, what are the chances!)...
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Re: We Want Your Mission Ideas

Postby RangerBen » July 24th, 2012, 5:57 am

monocle wrote:dunno if any1 proposed this already...

general quest: ranger tag badge collection.

Receive the q at your HQ from some old guy (maybe a quartermaster) to collect the tags from the ramaints of the rangers in various locations throughout the game. Maybe you can also find the rangers' journal fragments along with the tags. Upon collecting, say 30, a proper burial ceremony will be held in the memory of those who tried but didn't make it.


I really like this idea! After all, in real life, governments are always trying to extract remains of their soldiers who died in foreign lands. Piecing together journal entries of the various deceased ranger parties (which might include some veterans from Wasteland 1, as much as I'd be sad to see them meet their demise!) might even unlock a new mystery or quest to explore.
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Re: We Want Your Mission Ideas

Postby Headcrusher » July 24th, 2012, 10:55 am

<insert the plot for Seven Samurai here>
<insert the plot for Serenity here>
<Insert the plot for The Road Warrior here>
"The Head Crusher likes visa cards." The man smiles. "He slathers peanut
butter on them and eats them." He shakes his head. "Weird, but then, most
everything is weird out here present company excepted, of course."
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Re: We Want Your Mission Ideas

Postby Rusknight » July 25th, 2012, 1:33 pm

Do devs really read these walls of text? - I doubt :)

Anyway I have an idea that I'd like to share with you here:

Imagine that we find some small village in the desert that is inhabited with really nice friendly, high-minded, wise, generous, honests e.t.c..amlost saint people. Everything what they say and do looks and sounds really reasonable and true. They are really kind and don't want anybody to suffer. They are not really rich or powerfull but they manages their village really well. It looks so special comparing to all these trash happening around.

These people meet you as a friend. Moreover their leader is a really beatufill girl... ;)
The only strange thing about them is that there is no children in their village at all.

The problem of these people is that their neighbours are not so high-minded. Actually they are surrounded with some primitive tribes.

So they have some problems with these tribes that you may want to solve just becouse you like this people or becouse you hope to fall in love with their leader or whatever. So you do several tasks for them one by one in oder to solve their problems. However the more you do the worse it becomes.

So at some point you get a note that these primitive tribes plan to attack the village and kill everybody there. You can let it happen if you want of course. You can even take part in it on the side of primitive tribes.

However if you would like to prevent it and if you inform a leader of the village about it, she will tell you something like this: "You did so much for us already, but before you take a risk of fighting for us and before you start killing those evil people, I should tell you something... Actually everybody in our village - we are not human at all, we are all androids built just before the cataclysm for upcomming collonization of Red Planet." :lol:

Here is the morale choice comes. These robots are so high-minded and totally right from any point of view in this conflict with primitive tribes ... but they are fucking robots!!! ...These primitive tribes are so cruel and stupid, but they are humans just like you. It's up to player to decide whether robots or humans should win and survive in this local conflict.
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Re: We Want Your Mission Ideas

Postby Lucius » July 25th, 2012, 6:25 pm

monocle wrote:dunno if any1 proposed this already...

general quest: ranger tag badge collection.

Receive the q at your HQ from some old guy (maybe a quartermaster) to collect the tags from the ramaints of the rangers in various locations throughout the game. Maybe you can also find the rangers' journal fragments along with the tags. Upon collecting, say 30, a proper burial ceremony will be held in the memory of those who tried but didn't make it.


You really suggested a lame collection quest? Srsly? I'd love to hear how this adds any amount of depth to the game. Gosh, there was apparently a good reason for me to not step foot into this thread. Leaving now.
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Re: We Want Your Mission Ideas

Postby Drool » July 25th, 2012, 8:06 pm

There's nothing wrong with fetch quests. There's not even anything wrong with a lot of fetch quests (Bard's Tale 3 is an amazing game, but it's essentially half a dozen fetch quests between a pair of "kill this dude" quests). It's all a matter of how it's implemented.

And the Lone Survivor unmarked quest in Honest Hearts was pretty much universally praised, despite being a collection quest.
Alwa nasci korliri das.
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Re: We Want Your Mission Ideas

Postby Son of Max » July 25th, 2012, 9:27 pm

Hey, anybody else remember what the whole point of going to Darwin (one of the most challenging and fun parts of the game) was in the original?

To recover Secpass B.

Yeah. 'Fetch Quests' are lame... :roll:
Make the M19 an M14 analog. That's all I want. Swear to God.
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