What do the mission points and trust points do? How do they practically effect the game?
I don't think having an actual time-counter for quests is a good idea because the player could be halfway through a quest and run out of time, and if that happened to me i'd just reset and try again or just not bother doing quests in the first place, but maybe "You have to do it before you get to point x in the game"....In Persona 4, gameplay is broken into calendar days but they don't progress through actual playtime, but the number of activities you do. For example, in a day you have the option of doing two or three of the following per day: shopping, visiting a dungeon, doing a quest, playing a mini-game, doing something to earn money, doing something to increase a specific stat, etc., and some things change depending on the time of the week/month (like the rewards for these tasks). Some of these options are only available on certain days of the week/month, so that gives the player incentive to talk to NCPs often. There is a time limit for each dungeon (you lose if you don't beat it by a certain day), but the player has the ultimate decision in when days progress. I hope that makes sense.
QUOTE (Reshiram//Exe @ Apr 1 2012, 07:43 PM)
So I had an idea that Major NPCs and even several minor NPCs would give you missions, with the maximum of 4 missions for each NPC. After a mission is completed, you'll gain a Mission Point and Trust with an NPC, which causes the NPC to recognise the main character more, as well as give comments and so on. I also had the idea that some missions would be timed, so that missions can actually be failed. They're not all timed, but events that would make sense for them to be timed are timed. I was also thinking that failing missions doesn't give you a game over, only affects a sub plot in some way.
Oh, I'm also suffering from writer's block