I've been getting a lot of idea's recently, and while I don't have the time to build any more quests at the moment the ideas held within are still fascinating to me. So in order to prevent a deluge of my posts annoying people in the quest idea forum and to properly organize my ideas I'm going to be posting them here. For the moment I will just be reposting some stuff from the quest idea thread and my notes, but given at least some time maybe I'll be able to write something new.
an example of what I'll be posting here
.....
Our homeworld is harsh place
Eons ago, our ancestors travelled across the stars to the Gas Giant we now call home. We do not know our forbearers reasons, nor their history. They certainly didn't want us to find out. What has remained is myth, and the stations. Massive, Kilometre spanning ships capable of holding hundreds of thousands of people along with the electricity, industrial output, and hydroponics required to sustain them. Their construction only possible in the void we abandoned. For millennia we have been carried by these gardens of life, their irreplaceable engines our only protection from an eternal fall and the crushing death of gravity.
We adapted, the gasses that surround us were refined into fuel and materials, massive aircraft travelled between stations, bringing goods and ideas to the isolated cities. We built on the works of our ancestors, the stations sprawling ever outwards from their original design. Then methods of withstanding the pressure at lower altitudes were developed, allowing more and more resources to be pulled from the depths. Wealth, industry, exploration, war. In spite of our harsh world, we tamed it, and as the first orbital satellites seen in eons were sent out into the void we hoped that the stars could be tamed just as well.
Considering our origins it really shouldn't have been surprising when a sleek dagger of a ship appeared at the edge of our system. Soon the ship was orbiting our world, and the aliens broadcasted a simple question, almost sounded benevolent. "Kora! Var Ist Kel?" We replied in a dozen discordant voices full of excitement and fear and curiosity.
They shut down their broadcast, destroyed our satellites, and mere moments later the worst storm experienced in centuries wracked us, communications and navigation were down, the station barely withstanding the screeching wind and crackling thunder, for a month we withstood it, and once more in adversity we pulled through.
Now we find ourselves lost, the satellites we relied on for tracking destroyed and our station having been blown so far off course that our other tools are useless, we cannot contact anyone, nor do we know if the visitors still lie waiting in our orbit.
You are a station captain,
our station captain,
you led us through the storm, and it is you who will lead us in these troubling times.
Spite the stars, o captain.
What is your Station?
[ ]
Syrelind: a Massive station with a large military and economy, Syrelind is one of the most powerful stations in the planet. Harnessing powerful Sky Titans, several sprawling factories that produce everything they need, a powerful air force, and a launch pad for space craft. The storm that assaulted you was harsher than anything you've ever faced, and even the strongest titan cannot last forever. Over a fifth of the stations ancient engines were disabled or outright destroyed as well as numerous lesser modern ones that had been added on with further expansion. Forcing you to throw over half your Sky Titans and even more Merchant Planes overboard to just stabilise the stations altitude. Syrelind has come out of the storm critically damaged and militarily weak. But with work, sweat, and hope its might will be restored once more.
Critical Damage: the station suffered much during the storm, and many engines have gone quiet, you are unable to change your altitude and each turn a Negative Terrain roll is made.
Interstellar Entrepreneurs: begin with a Launch Pad and multiple space-based technologies unlocked.
Military Juggernaut: industrial output required for the construction of Military Aircraft and Sky Titans is halved.
Major Power: begin with two Modern Sky Titans, several squadrons of Modern Military Aircraft, a large industrial sector and multiple Docks.
[ ]
Hirragen: one of the "three siblings", a trio of stations with close cultural and diplomatic ties that travel through the endless clouds together. While each station was not a major power in its own right the alliance brought safety and power rivalling even the greatest stations. As the storm roared great gusts and failures in navigation equipment tore Hirragen away from its brother stations and although mostly unscathed by the billowing assault you have lost all contact with your allies. Now for the first time in your life you find yourself facing the skies alone.
Diplomatic Masters: increased chance of success for all diplomacy related roles.
One of three: begin the game with two Allied stations somewhere in the world.
Trade Experts: Reduces the chance of losing Merchant Planes due to poor weather, able to carry double the cargo on a single Merchant Plane.
Secondary Power: begin with a single Outdated Sky Titan, a single Modern and several Outdated squadrons of Military Aircraft, and multiple Docks.
[ ]
New Rico: The People of New Rico are famous for their Knowledge, harnessing both a fully intact millennia old database and a near mythical knowledge of their station. While small in size compared to the major powers the Station has always been a leader in Tech, creating the first known Megaplanes and many of the refining methods in use today. While it was Syrelind that first launched a rocket into space, that very rocket was using designs and formulas created by New Rico Scientists. Unsurprisingly with your peoples skill you endured the storm without casualties, but you are under no illusion about how many of the other stations would have fared. Your predecessors risked their lives and the station to save the lives of others time and time again, you will not stop now.
Station Masters: you do not make a Negative Terrain roll unless you are both in a storm and at low altitude.
Experienced Engineers: start the game with several Engineering technologies unlocked and receive a +10 bonus to any Engineering Research rolls.
Benevolent History: no other station has an opinion of you below Irritated.
Minor Power: begin with no Sky Titans, a few Outdated Squadrons of Military Aircraft, and a couple of Docks.