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Re: Quest Subterfuge: Round 2

PostPosted: Tue Sep 27, 2016 8:17 pm
by r10t--
Is there room for me? :o this sounds awesome!

PS: is ESG still running? (Don't quite remember the acronym. It was the experimental game mode series)

Re: Quest Subterfuge: Round 2

PostPosted: Tue Sep 27, 2016 9:29 pm
by nojo34
r10t-- wrote:Is there room for me? :o this sounds awesome!

PS: is ESG still running? (Don't quite remember the acronym. It was the experimental game mode series)

ESG is on a "infinite" hold. Panda broke his phone so when he comes back ESG (Experimental Series Games) should return with him.

Re: Quest Subterfuge: Round 2

PostPosted: Wed Sep 28, 2016 7:34 am
by nautiusmaximus
I'm definitely in if there's a spot for me.

Re: Quest Subterfuge: Round 2

PostPosted: Wed Sep 28, 2016 7:54 am
by mm1menace
Yeah, these will continue when Panda returns.

When that happens, he generally starts a thread for game ideas, allowing people to offer input and vote, then starts a second thread with signups for the game.

Re: Quest Subterfuge: Round 2

PostPosted: Wed Sep 28, 2016 11:18 am
by mathwhiz9
I'll drop out and you've got yourself a 10 player game. Good luck everyone!

Re: Quest Subterfuge: Round 2

PostPosted: Sun Oct 02, 2016 7:06 am
by niverio
So guys I need some help. I have been thinking for a while, but except for the Outpost Quests, (Which are quests that will be given to everyone in the format of "Capture outpost x and hold it for 24 hours without ever losing control"), I can't seem to find a good balance between quests. Since the hires are randomly generated, evening out the specialist related quests are significantly harder. If you have any idea how to fix this, comment below!

Re: Quest Subterfuge: Round 2

PostPosted: Sun Oct 02, 2016 8:39 am
by nojo34
Niv, it's impossible to have a perfectly balanced game. I think having specialists quests that can be completed multiple ways. for example, Capture an outpost without losing any drills. You can use engineers, kings, infiltrators if they don't have drills.

Re: Quest Subterfuge: Round 2

PostPosted: Sun Oct 02, 2016 10:31 am
by mm1menace
I think the best way to try to balance the quests is to do three things: extend the game, have more quests, and give everyone the same quests.

Re: Quest Subterfuge: Round 2

PostPosted: Sun Oct 02, 2016 7:23 pm
by zyxe
I agree with Nojo, try to avoid quests that ask for a specific specialist. Maybe I'm still just salty from last game, but my one quest required three sentries, and I only had about 1 or 2 (I don't remember) possible hires for a sentry by time someone finished all their quests.

I disagree with Menace's third suggestion of giving everyone the same quests. It would really ruin most of the quests. It would make specialist quests even more luck based and unfair if everyone is trying to get the same ones, and you wouldn't be able to trade specialist because no everyone knows you need it to win. And that is basically how it would go for every quest. Cooperation and working with other people would be completely impossible.

Re: Quest Subterfuge: Round 2

PostPosted: Tue Oct 04, 2016 11:29 pm
by r10t--
Why not have a quest that just says "capture an outpost using X specialist"

It's one specialist so you won't need 3 of them so you should easily be able find that specialist before day 3 or 4.

- capture an outpost with your queen after day 2
- blow up your own outpost
- blow up 50+ of your own drillers
- have something of yours get blown up
Lol people will be trying to get blown up while you try to stock up 50 drillers at one spot
- make a pirate travel all the way across the map (using pirate targeting speed subs or navi)
- capture an outpost on the fog of war
- capture an outpost after day 2 with disabled shields
- capture an outpost owned by 'color'
- own X [category type] specialists
- send a sub back and forth between an outpost until all other tasks are complete
- talk in public chat.
- tell [color] you might attack [color]
- no chat all game
- only public chat all game
- build a mine but don't exceed 100 neptunium
- build a mine (can only build mines if given the task to) you win at 200 neptunium if all your other tasks are complete. Must resign at 180 neptunium if tasks are not complete.
- send an attack of 30 or more in single driller subs