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Escort Missions
10-03-2007, 11:35 PM,
#1
Escort Missions
I would like to see a simple escort mission in one of the BC projects. First you talk to a wimpy guy/girl and they say they need protection on their way to a city. You can't fast travel them to the city and you get only half of your reward before you leave (# of gold) then the other half when you get them there (more gold). They tell you before they leave that if you get them there unharmed they will give you a bonus (UNIQUE/ONE OF A KIND enchanted amulet/ring). Make it to where they follow you and not the other way around to where they lead and you guard there back. Maybe make the person use a mount (horse,guar,ect.) and their speed matches yours so they stay with you. Also try to include an option to make them stay or follow through dialogue. Just a suggestion of course.
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10-04-2007, 02:31 AM,
#2
 
Morrowind had tons of escort missions, yet oblivion had none. This saddens me. I think they're a great idea, whether you get a good reward or not.

I remember one obviously rich lady made me escort her to ghostgate for a "reward" which turned out to be about 10 gold.

They're easy to make, can be positioned anywhere, and the occasional bad reward adds some realism (and perhaps humor) without too much work, so i think they're definitely a great idea.
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10-04-2007, 03:35 AM,
#3
 
I remember that escort mission

I agree though we need escort missions at least 10 of them

High reward, no reward and even some traps would be good

One of the things I did not like about the escort quests was that some of these people needed escorting for protection, but no one ever attempted to attack them, If we add more escort quests we need to have some of that, even a few botched escorts where the NPC gets killed. Life can't be all good, can it Smile

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10-04-2007, 04:48 AM,
#4
 
luckily, oblivion has a "yield" feature. I remember i accidentally hit a NPC i was escorting, and i was then forced to run back to town to find a guard to pay the fine.

Also, Morrowind had a bunch of random quests scattered throughout the country side, like that girl and Nelos, all the nords with the witches, a bunch of guys who got separated by wild animals, robbed of their guar hides, ect.

There is no rural life in oblivion, so all the quests were centered almost solely around cities. We should have a quest or two on every major road
Leader of the Morag Tong
Hail Mephala
I do work sometimes - I swear!
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10-05-2007, 03:41 AM,
#5
 
Just a comment, Oblivion didn't have any escort quests due to the instant teleportation system. If someone asked you to escort them back to a town you could simply fast travel there, thus causing the whole quest to be useless. If you did create an escort quest you would have to punish the player for using fast travel.
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10-05-2007, 03:58 AM,
#6
 
God, I miss those random country side quests in Morrowind. In Oblivion I feel there is never going to be a suprise. I know that if I just activate a few random people in a city I will get another boring quest. In morrowind they had things I never would have thought of and best of all you had no clue that there was a quest in that perticualr spot out in the wild. It was actual exploring. In Oblivion you get 9 spots (aside from the daedric shrines) to get quests from...wow Rolleyes .
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10-05-2007, 04:14 AM,
#7
 
I loved that escort mission where you had to take a lady to a pilgrimage site. If you did it, you got the gold. If you killed her, you could take the gold with impunity. A perfect situation where you can roleplay good or evil.

Lingwei's right though. But I'm sure we can design the quests so that the fast-travel system wouldn't render them useless.

One way would be to keep the location disabled until the quest is triggered - or at least the map marker for it. Since the player's never been there before, or never recieved the map marker before, he can't fast-travel.

Another way would be to ensure that the escort mission isn't successful before the player has gone through danger. You could just say that the player has to escort the person to level 2 of a dungeon and place the challenge on level 1.
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10-05-2007, 04:25 AM,
#8
 
I just checked the CS wiki. Using:

set enablefasttravel to 0

Would prevent the player from using fast travel until the quest has been completed. Then once the quest is complete you just set enablefasttravel to 1. Problem solved.
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10-05-2007, 04:36 AM,
#9
 
Quote:Originally posted by Lingwei
I just checked the CS wiki. Using:

set enablefasttravel to 0

Would prevent the player from using fast travel until the quest has been completed. Then once the quest is complete you just set enablefasttravel to 1. Problem solved.

Couldn't the player just set another quest as his active quest, fast-travel to the location, then turn it on as the active quest again?
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10-05-2007, 04:39 AM,
#10
 
No, enablefasttravel is a scripting function, similar to player.additem gold001 500 (which adds 500 gold to the player). Once enablefasttravel has been set to 0 the only way the player can fast travel is to use the console to set it back to 1, or to finish the quest (because we would set it back to 1 at the end of the quest).
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