Remnant/NPC Outsiders Missions

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Arcalane
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Remnant/NPC Outsiders Missions

Post by Arcalane »

As much as I hate to admit it, the Council of Nobles/Papacy/Senate in the Total War games do provide a good source of conflict-sparking and whatnot.

So, I'm thinking periodically (every 2-5 turns?), they should issue missions to the factions. Yes, all of them. At least, all of the ones they know about. They may give out more than one mission per turn, but never to the same person. The Remnant shouldn't encourage too much conflict. If a Player Outsider has some form of government back at home (if they're scientists/colonists/etc.) then they recieve orders from that instead of offers from the Remnant.

The Remnant's disposition towards other outsiders is "Wary Respect". Take in mind that the human factions in this layer of the network have never seen aliens before. They have no idea what these outsiders are capable of, but at the same time they feel they should avoid being too disrespectful.

Remnant Missions
The Remnant prefers to keep it's hands out of the business of the factions (barring those that align themselves with the Remnant, of course) but have a number of remote outposts that occasionally need extra supplies, some defense in their time of need, and so on. They may also decide to send an expedition to try to uncover old tech caches.

Convoy Escort
One of our Convoys is heading to one of our outposts near your territory. If you ensure that the convoy reaches it's destination safely, we'll see to it that you get a suitable reward. As long as at least <number> of the main transport ships arrive, we'll consider it a success. Each of our warships that makes it there in good condition is worth an extra bonus too.

Task: Hook up with an Imperial Convoy in <System>, then escort it to <System 2>.
Penalty: Losing convoy ships (dependent on convoy size) reduces payout.
Bonus: Imperial Warships that make it to the outpost in good condition increase payout.

Risk: Pirate or enemy attack. The NPC Outsiders, Outsider Government or even Factional Advisors may suggest intercepting the convoy. Pirate attack depends on the convoy size.

Failure Condition: Losing the specified number of ships, or the entire convoy, as stated during the offer.

Reward: This is usually raw money, but in the case of big and well-protected convoys, the Remnant may deem the recipient worthy of something much greater - a piece of pre-Collapse technology, or a couple of the Convoy's Warships, for example.

The Convoy will depart without the mission recipient even if they reject it - they can meet up with the Convoy later if they can. Or they can decide to raid it. They might decide to warn the convoy if pirate activity has been excessive or if they're risking passing near dangerous territory. It's up to them.

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Outsider Missions
Almost always antagonistic, the NPC Outsider missions are designed to get people scheming and feuding with each other, usually for material reward in the form of lost technology from the Collapse, or artifacts from older civilizations. Once the coordinates of the 'goods' have been handed over, that site is considered to exist - permanently. The coordinates can be traded, stolen... they might have wars fought over them. All for the mere location of what could be nothing more than a stick of alien bubble gum.

~~

Advisor Missions
The rarest of the lot, sometimes we hand these out if players need a nudge in the right direction, or to help add some depth to their faction's behaviour. Advisor missions might be as simple as "it might be a good idea to expand our empire" (send a colony ship) to "the Remnant are dispatching a convoy near our space - let's raid it!" dependent on the situation and relations with various factions.
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