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Dynamic Quest Based on Economy


MaximilianPs

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To create the mod that I've in mind, I guess will require a team and a bunch of scripts.

imagine that every town have a board (like the one out of the tavern in The Witcher)

By click on this board the player can read some papers where the Jarl or the merchants require their needs.

Could be placed also some "wanted" to hund bandits

 

How it works

  • Every City have a unique stat that create stuffs depending on placement on the map

Riften generate alchemy components, stuffs in woods, foods, fishes

Markart generate minerals, some weeds and meal but lack in alchemy, fish and fruits

Falkreet generate potions, fruits, mushes, stuff for alchemy and woods

...just to make give an example

  • Every City have unique consume items

food, resources, money, weapons armors...

so, a script, I think 2 times per day, will reduce the items that the vendor have to sell, but that will increase money
(that will mean make "real" sell, so item removed will be selled, ok not all but most)

We should know how many money a city have (the total) and spread it on all merchants.
If they become too poor, the mission will rewarded less.

  • Based on the needs Cities will require stuffs

so, on the boards, or by talking with the secretary of the Jarl, the player could start mission of gathering, routing, or escorting convoy.

  • Bandis

I'm not sure if it technically doable, but the mod should instantiate some bandits zone where they have a base (or a camp). They, from time to time will attack convoys so, the player could start mission to keep secure the roads.

  • Every Action have a Reaction

by questing for a town, which trade with others cities, the economy will grow, and the player relation with some factions will increase, but will decrease with adversary, so at a certain point some towns

could become enemies, starting hunt-down mission versus the player which will become a wanted !

Also the player could hunt convoy, for money or selling stuff to other towns.

  • We can also have Cities at war

All town should start at neutral point (+/-) but with the player action some towns could become opposite, until they start fighting each other, like paying bandits to attack convoy or sending soldiers to block convoy on certain roads. Obviously the player or the convoy's escort will fight with other soldiers and that could keep us at the same state that we seen during the civil war.

 

Conclusion

 

A mod like this will require a self running system, which works independently by the player, but the player could guide the economy of the towns. Must be balanced, 'cause we didn't want to start a war after 3 days so all this things must be placed on the right point to keep Skyrim on an apparently peace.

 

I guess there are a bunch of genius here, and also if it sound complicated it isn't so much.

I've already made it in Unity, just a bunch of variable that change his numbers, but I guess that mod will give new shine to TESV.

 

Contact me if you care :smile:

Edited by MaximilianPs
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