Details are missing, just like always. But yeah "System of Rewards" sounds better of course.
Why would anyone want to work out the details if the very idea met with so much hate, reluctance and "this can't be done" bullshit? At this stage it is more important to work out whether having GM led custom factions acting as the military arm of NPC factions with custom, high-end rewards is acceptable. Actual rewards are a secondary thing and since they'd be spawned by faction specific GMs instead of being managed by scripts they could be adjusted any time with no effort aside from brainstorming.
Thanks captain obvious. There aren't many possibilities if you don't want the ever repeating shit to hit the fan.
Shit did hit the fan because none of the previous scenarios were flexible. You were depending on players following a specific chain of pre-designed actions in an open environment and when they didn't you ended up with a clusterfuck. You wanted to have nearly perfect remote control over living human beings with extremely limited ability of affecting their behaviour, what did you expect? The failures were directly caused by a flawed event design philosophy - to make it work in a sandbox, you just present the players with a situation that is going to create conflicting interests, provide them with a period of exposition and have them go at it with whatever means they deem necessary and whatever creativity they can muster. You place new content in said sandbox and you have them work it out. If they don't - too bad for them, no rewards today. The only difference between creating pen and paper RPG sessions and creating FOnline events is the fact that with FOnline the GMs have limited instruments of control, so they have to make it all more open ended. Think of LARPs for example - how do they make scenarios for such games? Do they make restrictive events? No, they place key people to impersonate key NPCs at key locations, they tell the players more or less what to expect and they make it play out without much intervention.
Can only be done with a very small group of players. Else the fastest player will grab everything and the rest got nothing. "Improvise" is also great again. Lack of details are explained with "improvise!"
The more resistance there is at the goal, the more people are needed to overcome it. Nothing wrong with having groups of players compete with each other to get there too. Want an example with server limitations in mind? There you go.
Forum post:
- indication of a rumour of a group of treasure hunters setting of to get a weapons cache with hi-tech stuff
- the group got ambushed at the site by Nasty Robots, they're working at the base mainframe to turn them off
- there's a Mysterious Dude having remote access codes to Nasty Robots' mainframe scheduled to arrive somewhere in the NCR
- the scenario starts at 2.14.2011 GMT 18.00
Carrying it out:
- spawn some nice weapons and a few human NPCs at low level mariposa
- spawn some Nasty Robots at mariposa entrance
- have a GM masquerade as one of the Nasty Robots at mariposa entrance, make him airstrike the shit out of anyone willing to force his way in
- have a GM masquerade as The Mysterious Dude in the NCR, make him roleplay, he wants 10k caps for access code card, radio frequency to transmit them to Nasty Robot GM (so he doesn't airstrike the Chosen Group) and a password
- the group has the code, transmits it - but whoops, the trapped bounty hunters screwed something up, the airstrike bot-GM is out of the picture but the remaining Nasty Robot critters are still in place and the mainframe is sending information about defences being deactivated on all frequencies (server announcement, perhaps a few times)
- the group that got to the Mysterious Dude first has a headstart, but at that very moment every single wasteland faction is hell bent on getting to mariposa as fast as possible
- they probably go in, defeat the Nasty Robots and get their hands on their equipment
... and from now on god knows what happens next. Probably there's a series of ambushes, a lot of confusion and most likely everybody has a chance to take a shot at the reward. Hell, even a loner might sneak in and snatch a gun or two. Everything's done using same mechanics as the notorious Zombie Defence events, a forum post and some basic roleplaying.
Of course this example is crude, too simple and probably shouldn't ever be employed as is - but it goes on to show that it's possible to make it all work with what we have right now. Satisfied?
You know what would be even cooler? GMs playing some NPCs who lead an epic battle of Faction A against Faction B in a complicated political plot around Vault City and Gecko!
See, that was super easy! Wait, there is actually hard work behind it to explain, prepare and make sure that everything will work out correct, logical and in a more or less realistic way and so it does not result in "let's make a group, run to some location and kill everything"? Must have overlooked that somehow...
You're missing the point. There would be no hard work, no explanation, no making sure that everything works out correct. You place two factions with conflicting interests in a single environment, you have their leaders run politics based on roleplaying instead of "gang mentality" loss and profit and you let them use some serious carrot on a stick to recruit some serious grunts and you end up with political plots more complicated than you could ever think of on your own. Why? Simply because if you set those factions like that you end up with 20 people thinking about the most efficient ways of playing it out instead of a few devs/"do-it-all" GMs who generally tend to have more important work to do and can't be arsed to care that much.