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RimWorld => Ideas => Topic started by: night777 on August 23, 2016, 07:59:22 PM

Title: CRITICAL: More Win Conditions For Scenarios
Post by: night777 on August 23, 2016, 07:59:22 PM
Hi

Scenarios are cool.

Please brainstorm on winning conditions that people can put into scenarios.

So far we have:
1. Ship off the planet before Planet Destroyer
2. Nothing Else

So, here are some ideas to get you going:
A. Create A City-State Class Colony: Reach Wealth Level/Building/Item Wealth
B. Get Off The Rock: Don't Lose The Ship Pilot (Pawn must survive)
C. Feng Shui: Create a room with 200 Beauty, (& optionally, 200 Spaciousness)
D. Thin Their Numbers: Kill 500 Members of X/Y/Z Enemy Factions
E. Capture Exotic Beasts: Tame 20 Animals/3 Thrumbos/9 Muffalo
F. Artisan Masters: Craft 8 Masterworks

...

G. A Sovereign, Sensitive Bunch: Don't let the colony's mood drop below 35 for more than 10 days or they will find a new master
H. Restock The Home Planet: Send 10 Colonists away by ship
I. Contract: Accomplish A/B/C/D/E/F/G/H by Year 3 or your client will comm you to inform they are sending your.. replacements. (EMP/Solar Flare+Strong Raid)
J. Famine Savior: Send 5000 potatoes off world before X/Y/Z


K. Some ability to give rewards for execution of objective would also be welcome -- For instance, "Complete "Send 5000 Potatoes" and receive 250 Gold." These could provide for different build-up trees and optionality in more widely and narrowly engineered scenario experiences.


These types of settings will make for more fun scenarios.

P.S. As I wrote these objective criteria, I often said stuff like "Send 5000 Potatoes" and by that it could be any item and any number of them.
Scenario makers need to be able to mix, combine, the objective criteria, like we can anything else.

Bump thread with the alphacodes of your favorite criteria suggestions, or make a suggestion of your own.
Title: Re: CRITICAL: More Win Conditions For Scenarios
Post by: Peng Qi on August 24, 2016, 01:58:58 AM
A scenario for tribals could be to build up enough people and weapons and the like to return to your ancestral home and destroy the robots infesting it, abandoning your current settlement and going to a randomly-selected area with a ruined settlement in it. Afterward you rebuild from scratch in the new biome.
Title: Re: CRITICAL: More Win Conditions For Scenarios
Post by: Pax_Empyrean on August 24, 2016, 05:02:58 AM
These suggestions are all pretty solid. Probably the best effort/reward approach from the developer's side would be to build a framework for modders and scenario-builders to add their own win conditions.
Title: Re: CRITICAL: More Win Conditions For Scenarios
Post by: Kegereneku on August 24, 2016, 01:38:44 PM
Shameless self-advertising : [Story] Write an ending ! (endless included) (https://ludeon.com/forums/index.php?topic=11275.0)
Title: Re: CRITICAL: More Win Conditions For Scenarios
Post by: Travinsky on August 24, 2016, 02:04:04 PM
Peer Reviewed - Research every available technology before X/Y/Z
Title: Re: CRITICAL: More Win Conditions For Scenarios
Post by: night777 on August 26, 2016, 06:55:02 PM
Interesting replies. Peer Reviewed.. Cool!
Title: Re: CRITICAL: More Win Conditions For Scenarios
Post by: night777 on August 31, 2016, 10:21:55 AM
Bump for ending conditions

I'd like to see an ability to create some variability. Like, Solar flare incident in 40-60 days instead of in 43.12 days. This is nice for repeating events too, say I want wanderers to join every 20-30 days.
Title: Re: CRITICAL: More Win Conditions For Scenarios
Post by: Icarus on September 01, 2016, 10:06:48 AM
I for one am against ending conditions and instead would prefer vehicles to change zones.

When you feel like you're done with game, just, quit?
Title: Re: CRITICAL: More Win Conditions For Scenarios
Post by: night777 on September 04, 2016, 05:04:38 PM
Quote from: Icarus on September 01, 2016, 10:06:48 AM
I for one am against ending conditions and instead would prefer vehicles to change zones.

When you feel like you're done with game, just, quit?

The point of win conditions are to create story opportunities and motivating factors.

For example I have recently built a scenario (that has been very fun to play btw) where you must escape the planet before a planet killer class weapon arrives. The whole thread of the scenario's story relies on this win condition.
Plenty of other opportunities for creating stories exist. Maybe someone would like to use a "build 20 grand statues from stone" in order to drive a totemic tribal scenario, where the great god will only cease sending waves of manhunting wargs after the objective is completed. The whole purpose of a developed scenario is to create new motivations and gameplay experiences. Anyone can start a colony on Tribal and dick around until they get bored and quit the game.
Title: Re: CRITICAL: More Win Conditions For Scenarios
Post by: Lightzy on September 04, 2016, 11:11:48 PM
Sweet, a rehash of my old suggestion thread.

There you go then:

https://ludeon.com/forums/index.php?topic=22778.msg248580#msg248580
Title: Re: CRITICAL: More Win Conditions For Scenarios
Post by: night777 on September 04, 2016, 11:32:05 PM
I put up some new substance in this one thanks for supporting it, I think we'd both like to see this particular improvement in the game's offering.