Ok so i haw this i idea for a quest. NPC will direct you to small "base" which you haw to defend vs Waves of Alien Insects, every new wave will provide more and bigger stronger enemy's, the longer you defend the greater will be the reward. After every wave you will haw "suply drops" with traps extra ammo health kits etc. If you haw friends this mission will be even more fun = ), and it can also be used as a challenge to see who hold more waves. So is it possible, or you guys think it will be boring quest : /? Oh btw you cent you your own traps/block's as to provide "challenge", you can only use stuff given by suply drops, if not this would be quite easy thin to bit.
A key possibly to chests scattered around the map. Each chest has a variety of items ranging from tools, weapons to who knows what a part of a map...
I like it. Some kind of base defence / attack side mission will be good, perhaps there could be one or two for every planet and you can choose the side with either one species or another on the planet.
Maybe you need to craft a system that sends a scent/hormone through the air, attracting the species, ready to kill, they then retrieve it, if they get by, and destroy it.
"BUGS!" The idea has definitely got an old Starship Trooper feel to it and I wouldn't mind recreated the Whiskey Outpost ambush in Starbound. Being its a base defense I think it would be interesting to have the fight fluctuate depending on what NPCs you manage to keep alive. If a specialized NPC dies you could lose access to certain parts of the base, or lose power, or if a lot of guards die morale could drop and people could start panicking (aka being that one annoying guy in the movies who tries to hoard the supplies and run away, just run away, or decide its a good idea to start shooting everyone). Instead of random drops the base could have factories that manufacture the weapons and as you progress they start putting out heavier and heavier equipment. This could also depend on the number of NPCs you manage to save with less NPCs resulted in equipment being constructed later or if everyone is killed not at all. Players could replace the NPCs, taking over the jobs of each NPC but they'd have to be there long enough that one person couldn't possibly run the entire base on his or her own, and unless it was a ridiculously large party that would be near impossible without NPCs. Rewards could, like everything else I've mentioned, depend on NPCs. The more you save the more grateful they could be and the more you receive. If they all die you wouldn't get a reward, of course, but you could have the ability to scavenge the base for supplies. Or if your one of those evil people you could decide to kill everyone after you've gotten the reward and scavenge the base anyways. Difficulty I think should be made to adapt to what you field; that means the size of your party, your level, and the quality of your equipment. That would be a better way to balance things out than to restrict players to a set of inferior equipment. The bugs could come in greater numbers, be stronger, be larger, be smaller, be faster, come from the ground, come from the air, and even dig underground. The end could be made to vary for added fun. In one case, there is no end to the waves, and either you keep fighting with the hope that it does, bug out (mind the pun), or get slaughtered. In another case you could find out that help isn't coming and that someone is sending in an airstrike to end things. Players could choose to leave midway through a fight leaving the inhabitants of the base to fend for themselves or even evacuate with them taking them to a nearby friendly installation or less volatile planet or (once again for you evil people) maroon them or enslave them. Evacuating a base would result in a reward as well, but nothing as notable as if you'd saved the base or afterwards taken the time to pick through its remains (perhaps finding some experimental equipment deep within its bowels). TL;DR The gist of what I'm saying is, this sounds like a good idea, it just needs to be developed, and I would like to see it ingame.
To be honest, I'd rather just have hordes of attacking monsters to be feature on some unique, harder planets with some valuable and rare resources. Horde could just spawn and rush player location from time to time. Every time it is defeated, a bigger/stronger one appears till the point that players - being extremaly overpowered - deploy some genocide-class weapons and create heavily armed outposts or are forced to leave. Possibly after leaving the planet and having it undisturbed for some considerable time period, the horde's strength very slowly decreases - till another visitor appears. This way it wouldn't be neither one-time nor repetitious quest, but just a way the planet functions, fleshing it out among others and making it somewhat unique. Pardon me if this post would be considered hijacking the thread and feel free to suggest mods moving it if it should rather be Mechanics/Planets and Environments idea - a thing I think of myself.
Starship Troopers. Ah the nostalgia. The terror. And the giant zerg rushes. A zerg rush defense needs to be in the game. I mean, not only bugs, but if they develop it, the same system could be used for singleplayer and multiplayer sieges!
Why not combine the two? A constant sidequest that rewards you for say, every five waves that the outpost you made survived.
The waves would get stronger until you eventually get overwhelmed, so you can't really grind it. After the outpost is destroyed, the sidequest wouldn't be there anymore for some time, to further discourage grinding.
The Side-Quest would be on a different planet after you finish it die horribly, but yeah, I just realized I was basically saying the same thing.
Please explain. This is a sidequest that you accept, that ends after you finished it. After that, no more zerg rushes on your base and you can explore just fine. I do not see how that would ruin the sandbox feeling.
Because, if you initiate this quest you cannot just walk away from it or not do it at all, from what I read it seems you HAVE to do it if you choose to go along with that person and you can't leave at anytime, what I like to do in games such as these is take a quest, leave it, then complete a tn of quests when i'm feeling like it.
Where does it say you can't leave? You won't get quest rewards though - and if you don't want to commit to a quest thats based on base defense, just don't take it. Not every quest should be a fetch quest that you can accept and then forget about it, imho.