Hi all,
I'm developing a custom Dayz quest based system for use with Epoch, but non specific Epoch features will work with any mod.
The main features focus on improving the immersion, and keeping the player attached to their character.
Initially, I will be developing this as a mission/server add-on, but if the community receives it well I may look at developing it into a full blown mod (Not likely, Epoch is awesome!).
I'm not so much looking for help with scripting (although help is welcome
) but more so asking the community for feedback and suggestions on features to add. Below is a list of the features I am currently developing, as well as a brief description of each feature and how it will work.
0.1 FEATURE LIST
I'm developing a custom Dayz quest based system for use with Epoch, but non specific Epoch features will work with any mod.
The main features focus on improving the immersion, and keeping the player attached to their character.
Initially, I will be developing this as a mission/server add-on, but if the community receives it well I may look at developing it into a full blown mod (Not likely, Epoch is awesome!).
I'm not so much looking for help with scripting (although help is welcome
0.1 FEATURE LIST
- Player Level System
Players will be able to gain levels which will affect what quests are available to them, and also affect other elements of the new gameplay ideas as well. This will be separate from humanity. I have seen humanity based levelling systems but am not a fan as they restrict the gameplay based on your alignment (Hero, Bandit). Characters will not keep levels when they die, and I believe this contributes further to the immersion of the mod.
- New traders and item system
The item system will be getting an overhaul, introducing the level system into the traders. Higher level players will gain perks when trading with specified traders (not the default Epoch traders yet, only the new traders I have added). Perks will not be limited to pricing, but also to what items are available.
- Achievement System
I havent been able to find an achievement based system for ARMA yet, so I decided to make my own. It will simply broadcast a side chat message when a player satisfies criteria. This system will be fully customizable so any admin can add/remove achievements and there will be a simple event system implemented so admins will simply be able to specify custom handles instead of coding complex event criteria. I will also provide a basic template so that admins can add custom events if they please. Players will be able to view achievements via a simple debug menu, and also see achievements that they haven't unlocked yet.
- Banking/Economy System
Introducing banks around the map. You will be able to trade your hard earned gold and store it in the bank. This offers a level of security for players currency. Banks will charge a fee (As they should!) and will also spawn missions between banks - Transferring currency to another bank - Which will be able to be robbed (Bandits eat your heart out!). Players will also be able to 'invest' their currency, which will be sent to another bank via a random mission. If this mission gets to its target without being destroyed, the player will receive a boost to their investment (Players protecting AI?). Players will also be able to invest directly at a trader. This will not return gold, but will reduce prices based on the investment. I was also thinking about players being able to purchase a trader, and receive dividends from that traders sales (This I want feedback on).
- Economy revamp
I will be revamping the trading system to take into account supply and demand. Items will have variable pricing based on the supply available and the rate at which items are being purchased. There will also be a way to set an arbitrary limit on the max price and min price to prevent it spiralling out of control.
- Questing System
Players will be able to visit several NPC's on the map and receive quests to perform based on player level, weapon proficiency etc. Rewards will be offered upon successful completion. There will be player based quests and also dynamic world based quests (See dynamic world). - Weapon Proficiency
The system will work off weapon types (for a general proficiency) and also off particular weapons (specific proficiency). All players will start off with a zero proficiency of each weapon type and each individual weapon. Lower proficiency will result in increased weapon sway, lower accuracy from the hip, and also result in regular weapon jams. Killing zeds and players will result in a higher proficiency.
- Dynamic World
I was playing with an idea of consequence based development of the Dayz Epoch world. That then spiralled into an awesome idea of dynamic world development. My initial idea will have custom trading cities and other world areas that require unlocking. Quest chains will be provided and any player (More so groups of players, these quests will be HARD!) and any player will be able to finish or contribute to the chain. Missions in progress will also be able to be joined by any player on the server, but this will be a future feature. To keep performance optimal, these will only spawn in once at least 1 player satisfies the criteria (Level etc). I need a fair bit of feedback on this as i'm currently limited to my own ideas (And I'd much rather the communities ideas).
- Instancing
This is probably going to be the hardest thing to implement. Instanced missions will only appear once the instanced player enters the mission area. This will prevent others from completing the mission for the instanced player. Ideally I would like to see the missions not appear (on the map and in the actual location) but I don't think ARMA can handle this (Open to suggestions!).
- Guilds
Epoch currently has "Tag as friendly" but it resets after every disconnect. Guilds will allow players to form a guild, which will then provide the player with an option to add members to their guild. The added member will receive a notification and be able to accept or deny the request. This will allow players to be constantly tagged as friendly (Script will tag on first key press once in game). This will also affect plot poles, as players tagged as friendly can build (No more waiting for them to login!). Guilds may also feature vehicle tags, but this will be up to admins to implement as it requires custom graphics uploaded (Toggle-able via variable script, UID limitations on selectable graphics). Players will also be able to visit the guild vendor and manage the guild (Members and so on) so they don't have to go and find the player to remove them from the guild. Server admins will also be able to toggle location tags so that guild members can see other guild members easily, however I see this as vulnerable to hackers and easily exploitable so this option may or may not be developed.
- Story based quest chains
I've added a separate heading for this as it requires a little more clarification. Players will be able to enter into conversations with NPC's and this will activate the quest chain. There will also be custom NPC's that drop hints and suggestions about special quest NPC's that spawn in a different location each server restart. There will also be treasure to be found around the map and these NPC's will be crucial to figuring out where it is and how to get it. Each NPC will have their own story, background and attitude. NPC's will be interacable based on humanity and level.
- Player Class System
So every player is a avionics technician? Not likely! Introducing a class based system where players need to gain proficiency in particular classes before they can actually tackle the more advanced areas of that particular class. Mechanics, Medics, Drivers etc. This idea needs refinement but the basic concept is there [Credit: Jackal]
Thats all for now!
I welcome any suggestions and comments!
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VIDEO - Coming soon!