Stendhal Quest Ideas/Manhunt
It is a quest/game. There needs to be atleast 6-10 players to make it fun.
The fugitive dress with a prisoner clothes and it is given XX seconds to run away from the start spot, after the time expires the pursuers go after him. For each second he is not found he earn XP.
If he is found *and* arrested ( dunno what to do here... ) the the pursuers earn an amount of XP and the fugitive lost a bit of XP.
If after a time ( say 2500 XP ) it is not found, he win and each pursuers lost a bit of XP.
To do this we need:
- Disable where command
- Enable minimap to draw players ( done )
The following existing or new NPCs participate in the quest
On successful completion the player shall get...
- first the players does this
- second the player is asked to do that
What are the NPCs going to say?
Discussion and Comments
Was unclear if the fugitive was a player or npc.
If a player, then a simpler alternative (from a pursue point of view) may be to have an npc (or many) roaming around the game (that can cross zones), and players would visit the post office and read the "wanted posters". Each poster would list a certain fugitive, with a fixed reward (money/XP/etc), and risk level [some are stonger than others].
A player captures an npc by attacking them and dropping their HP below a certain level (trying not to be killed themself). Once this point is reached, the npc would yell out that they give up! (and can stop being attacked). If multiple players go after the same fugitive, then try to payout the reward proportionally (but only reward those that were near/envolved when captured). Also, if the fugitive is killed before taking into custody, then any non-XP reward (like money) is given only if the poster said "dead or alive" (some/all XP is always given).
When one is captured, after some random time, another fugitive with some random profile is created (with an appropriete reward) and posted on the wanted posters.
This also allows there to be a mix of safe and very dangerous fugitives out there. Unlike creatures, their default reaction (unless prevoked) would be to avoid players. So a low level player could be semi-close (but not too close to trigger prevoking) to a dangerous fugitive and not be attacked. The dangerous ones would have very high rewards for high level players, but unlike respawned creatures, these have no predictible time/location.
- Agitation Level (how easily npc is prevoked by close proximity/large groups)
- Viciousness (once prevoked, how much to fight before reverting to flight response)
- Flee Probibility (whether to run away at first sight of a player vs. act casual)