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 Quest tree (again)

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jk2pach
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PostSubject: Quest tree (again)   Wed 23 Mar - 17:50

Here is my question.

Well actually 2 questions:

1-Do you want the quest tree less random now? I mean, to avoid to run all arround the map, or is it cool for you to be forced to run?
2-Do you want the alternative quests be part of the randomization, or is it fun for you to keep the hope to have enough time to destroy some buildings and then get the alternative quests?

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Last edited by jk2pach on Mon 28 Mar - 16:18; edited 1 time in total
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monkeh
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PostSubject: Re: Quest tree (again)   Wed 23 Mar - 17:52

I think everything should be randomed upon Squad XP Very Happy for newbies it might not be so good but for us old players it keeps us on our toes i think and its more fun. you just have to give us TIME to get to the Quest because getting from one edge of the map all the way to another is a pain and the Quest usually fails.
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Nyarla
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PostSubject: Re: Quest tree (again)   Wed 23 Mar - 18:18

all random ftw, it would force ppl to spread out and position themselves in order to be successful in the missions, kinda like how u kill project in middle, then rush north for isolation and count the seconds until comm officer gets ripped to shreds.
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PetarSword
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PostSubject: Re: Quest tree (again)   Wed 23 Mar - 19:39

monkeh wrote:
I think everything should be randomed upon Squad XP Very Happy for newbies it might not be so good but for us old players it keeps us on our toes i think and its more fun. you just have to give us TIME to get to the Quest because getting from one edge of the map all the way to another is a pain and the Quest usually fails.
Supported. Since i had to run from the down - left corner of the map till the isle top - right corner (its imposible to reach EVEN with hamvee + normal mode :/)
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Nyarla
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PostSubject: Re: Quest tree (again)   Wed 23 Mar - 19:44

thats why u don't kill the project in some far off places or u just have to run before its dead and leave the TEAM to finish it
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nqp
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PostSubject: Re: Quest tree (again)   Wed 23 Mar - 21:13

well the idea with squad exp isnt that bad .. causefor example missions like the telecom officiers are very hard to handle for new guys cause they just dont know what exaclty they hshould do
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Killerdude
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PostSubject: RANDOM    Wed 23 Mar - 21:22

It's way more fun than knowing what's going to happen
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Andx667
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PostSubject: Re: Quest tree (again)   Wed 23 Mar - 21:34

i still support some kind of "part-time-randomization", combined with the ideas here:

lower sr: more predictable and less running quest tree
higher sr: no fucking idea what happens next and run all over the map

both should be balanced with the number of player (more players -> more random, less players -> less random)

-> supported
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Dark_Warlock
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PostSubject: Re: Quest tree (again)   Wed 23 Mar - 22:43

I would say, stay at the randomized sidequest. I quite like it when it just pops up Very Happy

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wizzitje
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PostSubject: Re: Quest tree (again)   Thu 24 Mar - 0:14

i like the random questing but for story's sake its just a big failure. like getting Defend Town > Escort while it says ''The Pilot is Safe now'' > defend generator saying ''The Civs Got killed''

or Scout > Containment saying that the scientists extraction failed.


perhaps making the quests random, but if you get the Town quest that you do not get the Escort quest that says ''The Pilot is Safe now'' but still randomly picks between scientist/scout/other escort. (Just cleaning up the Story Lines a bit)

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Commanderori
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PostSubject: Re: Quest tree (again)   Thu 24 Mar - 5:34

I don't know about changing the random based on squad exp, but I would support it if to was based on the number of players. (like the new ending stuff)

I think the random quests are fine popping up anywhere, because failing them just misses some exp and doesn't affect the progression of the game as much. (EG, towards projects/ending)
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jk2pach
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PostSubject: Re: Quest tree (again)   Mon 28 Mar - 16:18

Allright then, if random seems to be okay (generally), I refuse it.

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