ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
i am a little confused on the choices can you only have 2 total or if chapter 2a and 2b have choices that counts as one chapter have a choice?
added rewards
made prerequisites more generalized
anything else?
Note: I don’t know what will happen if a person does not successfully defend or attack in the quest. Will they be given another go or will they fail the quest? Personally I feel that there should always be a possibility of failure, not one that makes the mission impossible.
Your current structure is fine regarding choices. :)
Thematically however, we might change the story's setting to be that of a Minor Faction asking for help, or something else, as the events depicted in your quest have far-reaching consequences in terms of plot (city levelled by an asteroid, civil war..) but no bearing on gameplay (no bad stuff of any kind). I could see this more easily happening to a neighboring Minor Faction since in terms of gameplay you are more detached from events happening in their society.
Your rewards are actually effects though, so that'll need to change. I like the star charts revealed, the "whole galaxy" seems way too good but we can strike a middle ground. :)
Gaining heroes can really unbalance a game, as they are very, very powerful. However, your quest would require creating a unique hero for this specific quest, which is outside the scope of what we can do. Can you factor this limitation in? :)
You could say that this hero transmits his knowledge as a badass skill (a unique skill is possible), or gifts a unique module for his ship, or something along those lines.
p3fbahamut wrote: Ancient Relics part 1
A team of explorers found some ancient relics of unknown origin. What will you do?
(hope the aftermath of 4B is allowed as part of 3rd chapter and not seen as 4th chapter. Otherwise make the outcome +5% + scientists ideology)
No problem with your structure. Maybe you could beef up the narrative part? For the moment there's the gameplay bit of your event, but not much of the substance that would make it compelling. :)
As I have proposed in previous mechanics, will a quest be able to set up flags for multi-game seeds?
Not that I am aware of, and in the interest of keeping the events manageable I would ask that they not be used anyway. :)
colzer wrote: Hello everyone! Here is the skeleton of my contribution for this contest, feedback will be hugely appreciated :)
Also I Have a question, Is it possible for a specific unit of to have a unique special trait ? For exemple I have 3 sophon on my planet and an event give a bonus to +5% to only one of them.
Also at the end of every step there will be a smaller reward not enough space to write them down on the pic.
I will update this post when I'll write down the rest of it.
Your event has three steps with choices. Please limit the event to only contain two choices, as we mentioned in the first post (but somehow failed to state again in the rules, which I've now corrected). :)
I don't think you can track specific parts of a population, I'll get back to you on that.
HappyHead wrote: Can there be an element of chance in one of the chapters?
Like, say there's a coin toss in the very first chapter and the result leads down one of two different paths.
Yes, you can have an element of chance. :)
Lynx_gnt wrote: So, objectives are not supposed to be only "do something / sometime / somewhere / somehow", but player can just choose between two options? (like a Dilemma)
There can be options, but these options lead to something that the player has to accomplish. In this case, for instance, the objective to accomplish is paying something, which could lead to having to gather said resources, etc. In general if there's an element in your quest you're not sure about, just put the question at the end of your message and we'll try to address it ASAP. :)
Basically, if you want an "X turns later" kind of thing, you have to make it the third chapter of your quest.
With an example:
The Nights of Knee
You receive a transmission from self-proclaimed space pirates. They say they have someone of great value to us and that they will only release that individual if we comply with their demands.
So far, the only thing they have asked for is "a shrubbery". Your scientists are puzzled as to what that is, but one of your poets describes the thing as being some sort of small garden with no food-producing purposes.
Objective 1
You give in to their demands and send them a shrubbery. [Lose50Dustand10CommonLuxuryResources]
Outcome 1
Text: One of the pirate ships jettisons a cargo container, and the fleet vanishes.
Reward: + 15 Titanium
Objective 2
No one threatens the lives of your citizens! You ready up for a fight. [Asmallpiratefleetappearsnexttoyourbiggestfleetandengagescombat]
Outcome 2
Text: Before the fight, you see the pirate fleet release a cargo container and leave it behind. After dispatching the pirates, you retrieve the container.
Reward: 50 Dust
The Nights of Knee, part 2
Inside the container was a dazed and curious-looking person. They're not from any species you've met, but upon talking to them, they seem well-meaning and, judging by the equations scribbled on the walls of the container, a prodigy scientist.
Objective 3
You quickly find a place for your new friend among your research department. [Buildatleast3SciencebuildingsonEmpire]
Outcome 3
Text: Now, he seems happy.
Reward: +50
[ANDNOWFORTHEAFTERMATHMYSTERIOUSBIT]
The Nights of Knee, part 3 -- 10 turns after part 2
You get the memo, late at night, that your new prodigy protégé has disappeared, leaving no clues as to their destination. A quick search of the scientific compound reveals that they have vanished along with a significant amount of the Dust stored locally, and a new prototype ship they were working on. You're more annoyed by the fact that they left without saying goodbye than by the theft, and decide to search for them.
Objective 4
You start an Empire-wide research, attempting to locate the elusive scientist and their ship. [Research3curiosities]
Outcome 4
Text: You find a note, pinned to the dashboard of your crashed prototype ship, in a small asteroid belt. On the note, these few words scribbled in pen "Molting season approaches. Farewell."
I have read somewhere that quests will allow aftermaths, how exactly does that work? Can I just add a paragraph under my submission with an extra title and maybe the number of turns that have to pass for it to happen? Or are quests limited to instant consequences only? Sorry if it's stated somewhere and I've just missed it.
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OOOH, now ain't that a clever idea.
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