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RimWorld => Ideas => Topic started by: keylocke on June 04, 2015, 01:37:24 AM

Title: story arc events
Post by: keylocke on June 04, 2015, 01:37:24 AM
anyways, in my other post i suggested about introducing story arc events and i would like to expand about that idea in this post.

generally what i was thinking about goes something like this :

sample urb world story arc event :
-a drug runner crashes down on rimworld, the player is notified of a strange package that the downed spacer is carrying in it's inventory. recruiting the drug runner will start the next event of this story arc and spawn a new faction called "the syndicate".
-about a week after recruiting the drug runner, the colony gets a notification to surrender the drug runner to a squad being sent by the syndicate. if players accept they will be given some silver but this will end the story arc prematurely. but if the players refuse, the syndicate faction will turn hostile and attack.
-if the player managed to defeat the syndicate squad, the drug runner will explain the contents for the package the drug runner was carrying. it turns out that it was a bootleg recipe for glitterworld medicine and the drug runner asks for your help in collecting the necessary ingredients. (maybe X amount of xerigium, plasteel, gold, and medicine, etc)
-the drug runner will fail to succeed several time across several months, and during that time the syndicate will continue to send squads to retrieve the drug runner and the package.
-if the player manages to survive long enough for the drug runner to succeed in creating a bootleg glitterworld medicine. the technology to create glitterworld medicine can be bought from the drug runner, and the player also has the option to recruit the drug runner or do whatever they want.


etc..

i'm hoping story arc events could become moddable in the future. so players can write and share their own story arc events. (maybe give a notice if it follows rimworld lore or if it deviates from rimworld lore)

edit : ooh, i have a quick idea. i remembered that some kickstarter backers have their own backstories. so i was thinking that story arc events would be compatible with that. for example : i saw this emily (?) with sex slave backstory and i was like wow, it would be cool to have story events that centers around that colonist.. or that dude john (?) the unstable butcher (?) what does he do?

anyways, i was thinking that once these "special" colonists gets recruited into the colony, it could trigger their character's personal backstory events. (they could even write it themselves if this feature is moddable)
Title: Re: story arc events
Post by: Play2Jens on June 04, 2015, 12:01:12 PM
Yeah, I was thinking about the same thing. That way each character gets a possible event. It's pretty cool since the game will develop the story more focused on different characters. It also makes the player pick a choice in a lot of scenarios, each with it's own consequences.

I believe Tynan implemented a first decision based event for alpha 11. A character will appear with raiders chasing them, and you have to decide if you'll protect him or let the raiders have em. This is not completely the same as an 'arc' event. So it would be cool if it got implemented somehow in the future.

Anyway, a while back I wrote my own arc event:
1-4 characters from a neutral faction arrive. They get in and steal some food or other basic resources. Only from the moment they grab something a warning messages pops up.
- Now the player has the option to:
1. Attack them. They will run off or fight back (with poor weapons) and won't return
2. Try and arrest them. If one gets captured, they won't return
3. Let them go. They might return to try it again or one day in the future repay the debt

As I see it it's pretty easy to implement. If you attack them or arrest them it will be a 30% odd that they will change their stance from neutral to hostile. 70% that they start fleeing as if raiders do at the end of a raid.

If you let them go there should be a variable that remembers that the colony 'helped' them. there is a 20% chance that they're pitiful and will come back in approx. 6 months - 2 years with a big reward. 80% chance that they are scumbags and will come back next month to steal again.
Title: Re: story arc events
Post by: keylocke on June 05, 2015, 06:27:52 AM
well, after reading the primer and revival briefings i've decided to write up more theoretical story arcs, hehe. :  ;D

anyways, i'll try to keep things vanilla and sandbox.

+the Ordo Historium story arc :
-this event could be triggered after a player discovers an ancient ruin.
-then an archivist would contact the colony and request to join.
-after letting them join, a new kind of tradeship will become available from the Ordo Historium, which will buy mech corpses and AI persona core. (they are researching about the mechs)
-after archivist finishes with his investigation (pop-outs explaining the mech lore and ancient ruin lores each time you reach X corpse/core quota), this story arc will eventually climax with a huge mech invasion, after the archivist tried hacking an AI core.
-if the archivist managed to survive the invasion, then players can keep trading with the Ordo Historium, but if the archivist dies, then trade with Ordo Historium will halt.

+Transcendent encounter story arc 1 :
-there's a very small chance that an escape pod holding a spacer who managed to survive an encounter with transcendents would appear.
-he/she would explain that they wish to go back to space again in pursuit of these enlightened beings and requests that you build a spaceship and allow him/her to get on board.
-fulfilling this request the spacer will spawn some random neurotrainer as thanks before they enter the ship's cryptopod.

----------------------

but anyways, i think there's plenty of lore going on about the Ordo Historia, the transcendents, the mechs, the bio-engineered animals, the rimworlds, the glitterworlds, urbworlds, the tribals, the pirates, the outlanders, etc..

and i think it might be fun to get more of these lore into in-game events, that players may or may-not encounter during a playthrough.
Title: Re: story arc events
Post by: killer117 on June 07, 2015, 08:48:15 AM
Quote from: keylocke on June 04, 2015, 01:37:24 AM
anyways, in my other post i suggested about introducing story arc events and i would like to expand about that idea in this post.

generally what i was thinking about goes something like this :

sample urb world story arc event :
-a drug runner crashes down on rimworld, the player is notified of a strange package that the downed spacer is carrying in it's inventory. recruiting the drug runner will start the next event of this story arc and spawn a new faction called "the syndicate".
-about a week after recruiting the drug runner, the colony gets a notification to surrender the drug runner to a squad being sent by the syndicate. if players accept they will be given some silver but this will end the story arc prematurely. but if the players refuse, the syndicate faction will turn hostile and attack.
-if the player managed to defeat the syndicate squad, the drug runner will explain the contents for the package the drug runner was carrying. it turns out that it was a bootleg recipe for glitterworld medicine and the drug runner asks for your help in collecting the necessary ingredients. (maybe X amount of xerigium, plasteel, gold, and medicine, etc)
-the drug runner will fail to succeed several time across several months, and during that time the syndicate will continue to send squads to retrieve the drug runner and the package.
-if the player manages to survive long enough for the drug runner to succeed in creating a bootleg glitterworld medicine. the technology to create glitterworld medicine can be bought from the drug runner, and the player also has the option to recruit the drug runner or do whatever they want.


etc..

i'm hoping story arc events could become moddable in the future. so players can write and share their own story arc events. (maybe give a notice if it follows rimworld lore or if it deviates from rimworld lore)

edit : ooh, i have a quick idea. i remembered that some kickstarter backers have their own backstories. so i was thinking that story arc events would be compatible with that. for example : i saw this emily (?) with sex slave backstory and i was like wow, it would be cool to have story events that centers around that colonist.. or that dude john (?) the unstable butcher (?) what does he do?

anyways, i was thinking that once these "special" colonists gets recruited into the colony, it could trigger their character's personal backstory events. (they could even write it themselves if this feature is moddable)

Why buy the stuff from the drug runner. Id like the option to just clobber him and take it, then sell him for spare parts
Title: Re: story arc events
Post by: Play2Jens on June 07, 2015, 09:33:31 AM
Quote from: killer117 on June 07, 2015, 08:48:15 AM
Why buy the stuff from the drug runner. Id like the option to just clobber him and take it, then sell him for spare parts

That would be the nice thing about Rimworld. You can just kill him and retrieve the special package in his inventory; then sell it later on. But the event wouldn't fire. This gives the player a broad range of things he can do though.

Anyway, I like all your story arcs keylocke. I hope this will become a new feature in one of the next alphas. If I get creative one of these days, I might write a few too!
Title: Re: story arc events
Post by: Wild Card on June 07, 2015, 09:59:43 AM
So here is my attempt at this.

A tribe appears on the map in large numbers, goes to a point in the map...but not inside your colony. and constructs a couple of idols to their god(s). The elder had a vision and that is sacred ground.

After a while they leave...and than periodically come back to worship at them and leave small tokens...pieces of silver, weapons, food (offerings to the gods). Those you can take after they leave with no consequences.

While they are worshiping, they hunt and make fires, but are not hostile to you. Also they should come in large numbers (tribal wide pilgrimage or something like that)

If they find the shrines destroyed, either by you, pirates or mechanoids, they will go hostile immediatly and attack everyone on the map (which in most cases will mean your colony) The shrines could be works of art, giving you a risk reward situation for taking them.
Also they should make an area which is considered their sacred ground not just a 2 tile shrine but a ...lets say 10x10 area that is the worship site
Title: Re: story arc events
Post by: keylocke on June 07, 2015, 03:45:18 PM
Quote from: killer117 on June 07, 2015, 08:48:15 AM
Why buy the stuff from the drug runner. Id like the option to just clobber him and take it, then sell him for spare parts

coz the recipe is encrypted, and the drug runner is a heisenberg wannabe?  ;D
you could still clobber him/her and then sell him for spare parts though..

but i was thinking that some story arcs are connected with each other, and that the results of your actions would somehow get reflected by other connected story arcs. and i was thinking the drug runner could play a vital role in other urbworld related story arcs or something.

Quote from: Play2Jens on June 07, 2015, 09:33:31 AM
Anyway, I like all your story arcs keylocke. I hope this will become a new feature in one of the next alphas. If I get creative one of these days, I might write a few too!

cool. feel free to share your story arcs.  ;D

also, i noticed there is a similar thread called  write an event (https://ludeon.com/forums/index.php?topic=9755.90) so i'm not sure if we should just post there instead, but i guess the main difference between an "event" and a "story arc" is that, story arcs are like a sequence of interconnected events running parallel to the "story" being told by the storytellers, but can only be triggered once per playthrough.

anyways, i was playing sunless sea, FTL, escape velocity nova, and other rogue-like games so i was kinda influenced by that. and it seems there's still plenty about rimworld lore that has yet to be explored.

-------------------------------
@Wild Card : nice one. tribal sacred grounds.  ;D

will it also spawn a no-trespassing zone? also, will this affect the tribal faction relationship?
-------------------------------

anyways, more ideas :

+mad scientist story arc :
-a ship crashes, but it's not a normal evil ship
-this ship was actually a remnant from an ancient war transporting one of the bio-engineers that developed weaponized creatures like boomrats and trans-animals.
-when the bio-engineer and his/her space marine escorts awake from crypto sleep, they thought that they are still at war and flagged the colony as hostile. (they've been asleep for centuries)
-the space marines will set up a siege camp near the ship. while the mad scientist activates a device inside the ship that will emit psychic waves (similar to evil ship) but at a much faster tick. driving most people and animals insane faster. (however this powerful psychic drone will not exceed 3 days)
-each day the bio-engineer will broadcast a message (flavor text) which explains about the bio-engineered animal origins, their purpose, mad ramblings about the war and their squad's suicide mission against the enemy, etc.. each broadcast will show that the bio-engineer is growing more insane and incoherent with each passing day.
-destroying the crashed ship at any time (it has smaller HP than evil ship), will stop the psychic drone and will spawn the corpse of the mad scientist and several tin foil hats.
[note : this story arc is either a race against time or a hide until it passes away kinda deal]

+bounty hunter story arc.
-a large raid spawns near the map border but they will not attack
-they have these cages (using the graphic for the corpse cages in older alphas), which supposedly holds kidnapped villagers.
-afterwards, a bounty hunter from a neighboring faction will arrive and request for help in defeating the raiders and rescuing the kidnapped people (kill raiders, but don't destroy the cages)
-accepting the request will spawn an NPC bounty hunter (sniper + fully bionic + power armor + power claw + hyperweave clothes). and it will proceed to attack the raiders.
-the player must try to keep the bounty hunter alive, kill the raiders, and avoid destroying the cages during the battle.
-success in all objectives will give the players some silver and an increase in relationship with the relevant faction. (rewards may vary based on level of success)
[note : try to avoid igniting fires near the cages. it's gonna be a very tough battle]



Title: Re: story arc events
Post by: Play2Jens on June 07, 2015, 05:08:33 PM
Quote from: keylocke on June 07, 2015, 03:45:18 PM
+bounty hunter story arc.
-a large raid spawns near the map border but they will not attack
-they have these cages (using the graphic for the corpse cages in older alphas), which supposedly holds kidnapped villagers.
-afterwards, a bounty hunter from a neighboring faction will arrive and request for help in defeating the raiders and rescuing the kidnapped people (kill raiders, but don't destroy the cages)
-accepting the request will spawn an NPC bounty hunter (sniper + fully bionic + power armor + power claw + hyperweave clothes). and it will proceed to attack the raiders.
-the player must try to keep the bounty hunter alive, kill the raiders, and avoid destroying the cages during the battle.
-success in all objectives will give the players some silver and an increase in relationship with the relevant faction. (rewards may vary based on level of success)
[note : try to avoid igniting fires near the cages. it's gonna be a very tough battle]

I imagine they just set up camp to rest a bit, at the edge of the map. Build a campfire, even some tents (which are just 2x2 sleeping spots), threat their wounded. And only 20 seconds after they enter your map, you'll get the event.

Just imagine how tactical that battle would be! Can't use mortars, molotovs or guns like SMG because they aren't accurate. Accept the offer and don't help the bounty hunter, he'll just get killed because the captors will easily overpower him. Participate and you'll get a reward which is linked to the number of surviving captives.

Kill the bounty hunter and you'll get some reward from the raiders and they leave you alone for some Rim-weeks
Title: Re: story arc events
Post by: killer117 on June 07, 2015, 11:16:04 PM
Quote from: keylocke on June 07, 2015, 03:45:18 PM

coz the recipe is encrypted, and the drug runner is a heisenberg wannabe?  ;D
you could still clobber him/her and then sell him for spare parts though..

but i was thinking that some story arcs are connected with each other, and that the results of your actions would somehow get reflected by other connected story arcs. and i was thinking the drug runner could play a vital role in other urbworld related story arcs or something.

anyways, i was playing sunless sea, FTL, escape velocity nova, and other rogue-like games so i was kinda influenced by that. and it seems there's still plenty about rimworld lore that has yet to be explored.

Simple solution to encoding, clobber him to a point, point an R4 at the back of his head, make him decode it, then sell him for parts