Ideas for rewarding players?
I could use a few ideas. The idea is to add a few quests into the SP (or possibly MP) game. It would be starting from one location.
I've created a system which is owned by a religious sect who begin totally hostile, so you have to pay for the bribe to gain the permit (get the rep fix) in order to travel their space, dock at their bases and not get you arse kicked by the local police.
So you pay to get into the base, we're talking around 450k so there needs to be so high rewards to actually bothering to pay it.
Next, i want to add either specific commodities or rumours hinting (or requesting) for a freelance faction to work for them in the task of locating a religious artifact. That will be the start of the quest.
Following this will be tips like a trader from.. was said to have information.. he was last heard of travelling aboard... believed to have been destroyed somewhere in... (that kind of thing).
I can get the quest done ok, it will be the last thing that i do before releasing the mod to make things easier. But, what can you give a player that would really make all of this effort wort it?
I'm not considering at all the idea of a big pile of cash or a REALLY big shield. What sort of thing can you really reward a player with? Something that would increase their enjoyment of playing the game. The quest will be considerable, set across a space comparable to half travelling half of the original game.
The idea of a unique ship is pretty obvious but, then how do you prevent a player that hasn't done the quest from going to the ship's base with a big pile of cash?
I've already added prototype and unique weapons to the game, but these can be gained through destroying specific targets. I'd really like this to be different.
I've created a system which is owned by a religious sect who begin totally hostile, so you have to pay for the bribe to gain the permit (get the rep fix) in order to travel their space, dock at their bases and not get you arse kicked by the local police.
So you pay to get into the base, we're talking around 450k so there needs to be so high rewards to actually bothering to pay it.
Next, i want to add either specific commodities or rumours hinting (or requesting) for a freelance faction to work for them in the task of locating a religious artifact. That will be the start of the quest.
Following this will be tips like a trader from.. was said to have information.. he was last heard of travelling aboard... believed to have been destroyed somewhere in... (that kind of thing).
I can get the quest done ok, it will be the last thing that i do before releasing the mod to make things easier. But, what can you give a player that would really make all of this effort wort it?
I'm not considering at all the idea of a big pile of cash or a REALLY big shield. What sort of thing can you really reward a player with? Something that would increase their enjoyment of playing the game. The quest will be considerable, set across a space comparable to half travelling half of the original game.
The idea of a unique ship is pretty obvious but, then how do you prevent a player that hasn't done the quest from going to the ship's base with a big pile of cash?
I've already added prototype and unique weapons to the game, but these can be gained through destroying specific targets. I'd really like this to be different.