zztong
Hunter
Note: Restore Functionality (mentioned above) - I had envisioned having to either (1) install a MacGuffin from the trader or (2) assemble materials, and then deliver and install them to locations such as the top of a tall skyscraper to get an antenna and transmitter working. But honestly, there can be all sorts of infrastructure that survivors might want to setup.
IDEAS: I have mentioned before trying to get the Tier 0 POIs into the mix as that is existing content that not all players explore.
* Delivery - The trader gives you a satchel to leave in a POI. (It reuses the fetch quest but changes the direction.)
* Relocate - Perhaps a trader wants you to pickup a satchel at one Tier 0 POI and deliver it to another Tier 0 POI. You would get kind of a Tier 1 quest experience between the two, but no final loot box, so the trader might need to be a little more generous.
* Alt Buried Treasure - You could put buried treasure quests inside of Tier 0 POIs.
* The trader could give you a smoke canister and have you go to a Tier 0 POI, deploy the smoke canister to signal an airdrop, which contains something the trader wants.
IDEAS: We often talk about quests given by a Trader, but there could be more variants of quests delivered like the map quests. That is, you find a reference to something to do found in treasure so it doesn't take up a slot in your trader quests:
* You could find a wanted poster in loot and try to earn the bounty. The target (now a zombie; perhaps a bandit) has a 50% chance to show up in a wandering horde.
BIGGER: Fallout 4 had this notion of camps where you built shelters for survivors. It was neat, once, but Fallout 4 didn't really go far enough with the crafting/building for those camps and it was easy to lose interest in them. Sadly, adding a bunch of survivors to wander around a settlement is probably taxing if they took resources like a zombie or bandit, but what if that were virtualized... you didn't see them but monitored them via some kind of "settlement claim block" or "settlement workbench"? Or, maybe the traders themselves are the settlement item and you have to deliver it resource to get the trader to "grow" in capability. That is, it's always a 60x60 POI, but at first it is small. At certain milestones it grows. Only the forest one starts large.
IDEAS: I have mentioned before trying to get the Tier 0 POIs into the mix as that is existing content that not all players explore.
* Delivery - The trader gives you a satchel to leave in a POI. (It reuses the fetch quest but changes the direction.)
* Relocate - Perhaps a trader wants you to pickup a satchel at one Tier 0 POI and deliver it to another Tier 0 POI. You would get kind of a Tier 1 quest experience between the two, but no final loot box, so the trader might need to be a little more generous.
* Alt Buried Treasure - You could put buried treasure quests inside of Tier 0 POIs.
* The trader could give you a smoke canister and have you go to a Tier 0 POI, deploy the smoke canister to signal an airdrop, which contains something the trader wants.
IDEAS: We often talk about quests given by a Trader, but there could be more variants of quests delivered like the map quests. That is, you find a reference to something to do found in treasure so it doesn't take up a slot in your trader quests:
* You could find a wanted poster in loot and try to earn the bounty. The target (now a zombie; perhaps a bandit) has a 50% chance to show up in a wandering horde.
BIGGER: Fallout 4 had this notion of camps where you built shelters for survivors. It was neat, once, but Fallout 4 didn't really go far enough with the crafting/building for those camps and it was easy to lose interest in them. Sadly, adding a bunch of survivors to wander around a settlement is probably taxing if they took resources like a zombie or bandit, but what if that were virtualized... you didn't see them but monitored them via some kind of "settlement claim block" or "settlement workbench"? Or, maybe the traders themselves are the settlement item and you have to deliver it resource to get the trader to "grow" in capability. That is, it's always a 60x60 POI, but at first it is small. At certain milestones it grows. Only the forest one starts large.