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Hello and Good night everyone!
I'm excited to even place this request, although it is a challenging request i'm sure of it.
Even if this seems like something too extreme, feedback is much appreciated.
I'm currently designing a game in which one of its primary features will be a "Service System" (really just a questing system).
The Quest system will have two different type of quest available.
Throughout the game the player will talk to NPCs and persuade them to join their "army" as standby allies.
The purpose of the recruited NPCs will be to add bonuses to the playable team and to go on dispatch missions.
One: Playable quest -- where the player can complete the quest by action, manually going into battle or manually finding an item for the purpose of the quest. More specifically the player will be a primary quest in this quest completetion -- the quest completion entirely dependent on player movement.
Two: Dispatch quest -- where the player sends NPCs to complete the quest in which the quest will require a particular amount of NPCs to complete
The best example of this type of system would be that of Final Fantasy Tactics Advance dispatch mission.
1) The player will go to the mission board
2) choose a mission they'd like to complete.
2) Decide which unit(s) within their party they'd like to send on the mission
3) After a couple of days or a couple of battles, the unit will come back with results
4) depending on certain variables, they'd either pass the mission or fail.
5) If pass, then you gain rewards, if fail, another opportunity will be given later.
My ideas:
1) Missions succsess will depend on NPC level or stats
2) Some missions will require more than 1 unit
3) Missions will be complete after x number of battles or x number of steps
4) The NPCS will be visiable in party, but not playable in the main game
5) The main characters will not be able to be sent on dispatch missions
Here is a video of how it all goes down in Final Fantasy Tactics Advance.
Thank you for any and all considerations in advance. I do believe this will add such dynamics to the RPG maker world.
Blessed be anyone who takes upon the task.
I'm excited to even place this request, although it is a challenging request i'm sure of it.
Even if this seems like something too extreme, feedback is much appreciated.
I'm currently designing a game in which one of its primary features will be a "Service System" (really just a questing system).
The Quest system will have two different type of quest available.
Throughout the game the player will talk to NPCs and persuade them to join their "army" as standby allies.
The purpose of the recruited NPCs will be to add bonuses to the playable team and to go on dispatch missions.
One: Playable quest -- where the player can complete the quest by action, manually going into battle or manually finding an item for the purpose of the quest. More specifically the player will be a primary quest in this quest completetion -- the quest completion entirely dependent on player movement.
Two: Dispatch quest -- where the player sends NPCs to complete the quest in which the quest will require a particular amount of NPCs to complete
The best example of this type of system would be that of Final Fantasy Tactics Advance dispatch mission.
1) The player will go to the mission board
2) choose a mission they'd like to complete.
2) Decide which unit(s) within their party they'd like to send on the mission
3) After a couple of days or a couple of battles, the unit will come back with results
4) depending on certain variables, they'd either pass the mission or fail.
5) If pass, then you gain rewards, if fail, another opportunity will be given later.
My ideas:
1) Missions succsess will depend on NPC level or stats
2) Some missions will require more than 1 unit
3) Missions will be complete after x number of battles or x number of steps
4) The NPCS will be visiable in party, but not playable in the main game
5) The main characters will not be able to be sent on dispatch missions
Here is a video of how it all goes down in Final Fantasy Tactics Advance.
Thank you for any and all considerations in advance. I do believe this will add such dynamics to the RPG maker world.
Blessed be anyone who takes upon the task.
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