Original Post — Direct link

Allows players to set up a fetch quest with a a few settings, four jobs max per board. Two boards max per camp.

Info

Player quests: These are minor fetch quests which players can set to be repeatable, one off, or buying item quests.

When built the player has 4 notes on it clicking on it they can set the following variables.

REQUESTS

[item one][#]
[item two][#]
[item three][#]
[Item four][#]
etc...

Pay out

[Cap amount]
[item one][#]
[item two][#]
[item three]{#]
[item four][#]
etc...

modifiers

[leveled]: if you can craft an item, you can mark leveled. Which will lock materials equal to the max base craft of an item until the quest is done, giving a reward as close to the player who completes its level.

[any]: doesn't require a specific type, on weapons this is on by default so you request 5 pipe weapons this means they can have any mods. Only other thing it works on is food and chems which have; [any soup],[any cooked],[any meat],[any veg], [carnivore],[herbivore],[similar](similar is for chems like if you request mentats and put that they can use berry mentats for example.)

request types

Single offer: one off quest

repeating[#]: repeats the amount of times set

repeating storage: repeats until out of reward or camp storage

infinite: repeats for ever but marks quest as unavailable if you can not give the reward.

An example a cook player may request lets say the items to make a rare food item, another player can take said request and head to their camp putting the items in a box to get the pay out, rewards can be any item from your stash, script, or caps.

Examples of quests, players will have to dialog type their orders with the request and amount on the bottom being what they set.

Lemonade supplies needed.

order: Looking for sugar and vodka for hard lemonade paying 250 caps for 30 sugar and ten vodka.

settings

request

[sugar][30]

[vodka][10]

note: weight of items automatically added to stash.

pay out

caps [250]

type: single

players set the name, the order instructions, and the items. This would be completely player controlled and allow an automated system for it. As this is at camps it means you don't have to hunt down the player to get the reward just turn it in at the board on their camp and get your items.

Another example

Script for caps

order: exchanging script for caps. 5 script = 45 caps

request

[script] [5]

pay out

[caps][45]

type: unlimited

caps for script

order: exchange caps for script 50 caps = 4 script

request

[caps][50]

pay out

[script][4]

type: unlimited

Note: this example is a currency exchange yes you lose some in the exchange but it allows direct swaping in trade.

these are just examples from a more logical stand point.

Another example of a quest that can be made with a simple system.

cult recruiting, bring chems

order: The mothman is looking for new followers, bring some mentats, buffout, and a few stims and we will give you a starter kit.

request

[mentats/any][5] (items with sub types can have an /any meaning any sub type will do)

[buffout][5]

[stimpack][5]

pay out

[cultist robes][1]

[cultist mask][1]

[cultist dagger] [1][leveled] (if you can craft will lock materials for max level of item, giving an item closest to the players level for doing this quest)

type: infinite

Note player quests are more or less buy orders that you can put on your camp. You can sell things with the market items or buy things with a request board.

External link →
almost 5 years ago - /u/Ladydevann - Direct link

This is a very well thought out suggestion! Thank you for taking the time to write this all out and posting it.