Core Systems Triad Overview
[NOTE] Three connected systems make the galaxy feel alive: Dynamic Quests, Enhanced and Dynamic NPCs, and the Procedural Level Design Engine. Each is summarized below.
What's New
1. Dynamic Quest System (DQS)
NPCs now offer localized tasks based on regional events, lore and local threats. Objectives update live in your Quest Journal (Ctrl+J) under NPC Dynamic Quests.
| Quest type | What you do |
|---|---|
| NPC Bounties | Hunt roving outlaws, rogue CorSec agents and syndicate enforcers |
| Creature Hunts | Thin out aggressive wildlife packs |
| Resource Gathering | Survey and extract minerals (500 to 10,000 units) and deliver them to the NPC. [In Testing] Requests range from 500 to 10,000 units. |
| Outpost Clearances | Neutralize fortified enemy camps and strongholds |
| Assassinations | Take down named high-value targets |
| Recon and Retrieval | Investigate crash sites and recover flight recorders or cargo |
| VIP Escorts | Find stranded scouts or diplomats and bring them to safety |
| Patrol Recon | Scout checkpoints to monitor hostile movements |
| Crafting Orders | Manufacture components, weapons or medical supplies for local stockpiles |
2. Enhanced and Dynamic NPCs
- Daily routines: citizens and merchants work stalls by day, socialize in cantinas in the evening and rest at night.
- Tactical enemies: squads flank and take cover instead of standing still.
- Living economy: merchants adjust prices to supply and demand, and ask adventurers for help when stock runs low.
3. Procedural Level Design Engine (PLDE)
- Encampments, forward outposts, wildlife dens and instanced bunkers appear across planetary surfaces, fully furnished.
- No world clutter: when a contract is completed or abandoned (
Delete Quest), its props and leftover enemies despawn. - Evacuation countdown: once a bunker objective is complete, the site collapses after a countdown and players are returned safely to the surface.
How to Access or Use
- Ask for work: speak naturally to conversational NPCs in spatial chat, for example "Do you have any work for me?" or "Do you need any supplies?".
- Contract limit [In Testing]: you can hold up to 3 NPC contracts at a time. Finish or abandon one to accept another. Contract rewards are paid once and are capped to keep the economy healthy.
- Track quests: open the Quest Journal (
Ctrl+J) and expand NPC Dynamic Quests for directives, waypoints, counters and rewards. - Help merchants: when a merchant's stock falls below about 20 percent, they request resource deliveries and pay credits and reputation.
- Explore encounters: follow quest waypoints to Meatlump outposts, Tusken camps, wildlife dens and Imperial checkpoints. Clear exterior defenses, then enter bunkers to defeat commanders.
Bunker collapse warnings
After an objective is completed, the site collapses in 10 minutes. Occupants are warned at:
| Time remaining | Message |
|---|---|
| 5 minutes | Collapse warning |
| 2 minutes | Collapse warning |
| 1 minute | Critical alert |
| 10 seconds | Final warning, forced safety evacuation |
Leave before the timer ends, or the safety ejection moves you to the surface perimeter. Sites also clean up after players leave the surrounding 500 meter area.
FAQ and Known Details
- I disconnected inside a bunker. Am I stuck? No. Your surface position is saved, and if the site has closed you return to the terrain outside.
- Do dynamic quests conflict with old quests or theme parks? No. They run alongside all existing ground quests, theme parks and space missions.
- Will NPC routines block shopping or conversation? No. An NPC's schedule pauses as soon as you talk to them or open their vendor menu.
- Does talking to NPCs cause lag? No. Dialogue and quest generation happen away from the main game loop.
[NOTE] See Enhanced NPC System & Dynamic Quests and Dynamic Quest System in this book for more detail.
[In Testing] Items marked [In Testing] are on the Test and experimental servers or still being verified, and are not yet on Live. See Dynamic Quests - FAQ and Known Issues.
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