# Core Systems Triad Overview

<p class="callout info">[NOTE] Three connected systems make the galaxy feel alive: <b>Dynamic Quests</b>, <b>Enhanced and Dynamic NPCs</b>, and the <b>Procedural Level Design Engine</b>. Each is summarized below.</p>

## 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.

<p class="callout info">[NOTE] See <b>Enhanced NPC System & Dynamic Quests</b> and <b>Dynamic Quest System</b> in this book for more detail.</p>

<p class="callout info">[In Testing] Items marked [In Testing] are on the Test and experimental servers or still being verified, and are not yet on Live. See <b>Dynamic Quests - FAQ and Known Issues</b>.</p>