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RimWorld => Ideas => Topic started by: Tynan on September 17, 2013, 06:49:36 PM

Title: Got an idea for a Storyteller incident?
Post by: Tynan on September 17, 2013, 06:49:36 PM
The way the AI storyteller works is mostly by invoking incidents from a selection that she has access to. These are things like:

-Pirates attack
-Trader arrives
-Muffalo herd arrives

So I'm always brainstorming new incidents and I'm curious if you have any ideas.

I think a good incident has a few properties.
-Simple, easy to understand and implement and debug
-Combined in interesting ways with the game situation. The game really blooms when you start putting together combinations of incidents and situations, so an incident should be designed as a component of a larger situation, not a mini-story in itself.
-Contributes strongly to interesting, weird, dramatic, or funny stories that people will remember and tell to others

So, anyone got any thoughts? Bring em on.

Here's the list of ideas from my notes as they stand:
•   Meteor strikes.
•   Herd: A herd of (usually) peaceful creatures passes through the area. Nothing happens, unless they get agitated and attack. They have flocking and group agitation behaviors.
o        Hunt them for food.
o        Agitate them and get them to destroy your enemies.
•   Megabeast: A generated mega-beast attacks the colony.
•   Weather conditions change. (this is already in the game)
•   Animal attack. Can attack your people or your enemies. Can use any animal â€" even squirrels. (this is already in the game)
•   Police drop. Police arrive, attack pirates, mill about, and leave.
•   Psycho drop. Psychotic killers drop.
•   The Thing. A colonist becomes a ravaging beast.
•   Premeditated murder: A colonist announces their intent to kill a prisoner.
•   Trade offer: A single trade is offered.
•   Earthquake
•   Tornado
Title: Re: Got an idea for an incident?
Post by: Hypolite on September 17, 2013, 08:45:24 PM
That's a good list you have there, I would add a few from the top of my head :
- Virus outbreak: incapacitates a fraction of the colonists for a limited time.
- Depression: a colonists stops all work and stays in bed for a few days.
- Mine shaft collapse : a section of unpaved dug rock collapses, potentially trapping miners whose live are in danger
- Total eclipse: for a limited time, solar panel don't produce any power.
- Solar flare: for a limited time, solar panel produce twice as much power
- Electro-magnetic storm: For a limited time, powered devices don't work (current solar flare)
Title: Re: Got an idea for an incident?
Post by: WolveNZ on September 17, 2013, 09:20:14 PM
- Strange Corrosion: Metal structures and whatnot start to rust away, Damaging/Disabling them

- Dust Storm: Maps arnt visible/Colonists cant go outside without damage/Structures damaged

- Fallout: Something happened somewhere, Causing Biological/Radiological Fallout, Colonists Damaged/Structures Damaged/Radioactive?

- Swam: a Locust like swam attacks the area, Killing crops, Damaging animals/Colonists (Slightly) that are outside

- Bad Coding: Computerized systems shutdown/Incorrectly operate (turrets, doors, Solar Panels) 

- Sinkhole: Random 'hole' opens up, swallowing a Outside Structure, Colonist, Animal etc...

- Scientific Party: a group of lightly armed people arrive somewhere and stay around for a day or two, then bugger off leaving supply's behind, Also has a chance of causing more pirates to come.

- Ship Breaks up on Entry: Items, Supplys, and maybe a Colonist gets scattered about the map (May or may not be hostile)

- Hunters/Poachers: Groups of Well armed Semi-Hostile dudes arrive, Hunt down whatever animals their are
Title: Re: Got an idea for an incident?
Post by: XenoAcid on September 18, 2013, 02:47:22 AM
Title: Re: Got an idea for an incident?
Post by: WolveNZ on September 18, 2013, 03:19:07 AM
Following on from Xenoacid:

Bad Batch: Concrete (or spacecrete ^^) structures dont take as much punishment if built withen time-period

Stray Fire: Some stray interplanety/ship fire hits the area, a Few Explosions here and there
Title: Re: Got an idea for an incident?
Post by: UsF on September 18, 2013, 03:30:43 AM
I am not a big fan of large disaster events that trigger randomly. Those can seriously screw you over and you have no chance to counteract them. What I do like are minor disasters that do not kill you or your structures outright like:

- Lightning Strike (warns you with a thunderstorm upfront, heavy rain)
- Distant Volcano (affects day/night cycle, worsens crop growth, maybe burning chunks of rock dropping)
- Earthquake (can damage equipment, can cause a cave-in trapping people underground until dug out, assuming that not everyone can dig)
- Greed (one or more people become more distrusting towards each other, have higher demands and their needs require more to satisfy / could be triggered by having a successful "fort" and could be done as a slowly growing event rather than a "pop-in" event)
- Apathy (one or more person requires less things to satisfy needs, but works slower / could also be done slowly if your fort is doing poorly socially and economically)
- Depression
- Gluttony
- Heavy rain / flooding (increased rain slowly turns the landscape into a swamp like area or even underwater, can be blocked by walls/doors and enclosed structures)

Generally I would be keen on more light events on the start. Think of animals wandering into your area, not doing things, just giving you a general idea of a living breathing world. As time passes and if you are doing well, things escalate somewhat as vicious predators or evil people come by and try to do various things (steal food, eat people, steal valuables). Then if things are still going well, a random event that changes the conditions of your area a little bit but for a while might be better than a dramatic short change. Those dramatic short changes like meteor strikes can be more annoying than fun, since they aren't events that you can/have to adapt to, you just have to clean up the mess they made.
Title: Re: Got an idea for an incident?
Post by: xTAMERx on September 18, 2013, 03:39:12 AM
-after horded a big amount of money, big SIEGE of Pirates :) only beatable with special defence perimeters

-able to find special artifacts in the mountains, or valleys, and then mores SIEGEs

-diffrent beginnings, you choice at the beginning
-> 3 Prisinor escaped -> raids of Police or Swat Troops
-> 3 Occultist -> raids of Inquisitors ^^
-> 3 Slaves -> Headhunter raids
and lot more
->and special building for them

-another group begin to built near you base

-thieves which can stealthy get to your base and steal something

-raining, snow, storm, heat and other weather effects

more later  ;D
Title: Re: Got an idea for an incident?
Post by: Belmakor on September 18, 2013, 10:08:04 AM
Quote from: UsF on September 18, 2013, 03:30:43 AM

- Apathy (one or more person requires less things to satisfy needs, but works slower / could also be done slowly if your fort is doing poorly socially and economically)
- Depression


First off you would need some sort of morale system.  Each colonist has a different maximum morale that they can obtain and a different threshold at which the following effects kick in.

In addition a tether system would be really useful.  Imaginary tether between two or more colonists.  They basically move around together and share tasks/experiences. 

Events:
Depression (reluctance to get involved in tasks, reducing moral of other colonists).  Triggered by a death or major event, or even lack of good food or entertainment. More prone so some people than others.  Spreads quite slowly but among st everyone.  You could even go a little further and make it the result of a full moon (of which there might be multiple) happening set period with only certain individuals susceptible.

Leading to;

Melancholy (inability/unwillingness to do any tasks).  Triggered once morale drops below colonists specific threshold.  Impossible to get out of on your own.  Tether another colonist to this person to essentially baby-sit them back to normality (both partake in tasks).  However, tethered individual will lose morale while tethered to the depressed person and risks falling into it themselves. 



 
Title: Re: Got an idea for an incident?
Post by: Tynan on September 18, 2013, 04:12:22 PM
Quote from: UsF on September 18, 2013, 03:30:43 AMGenerally I would be keen on more light events on the start. Think of animals wandering into your area, not doing things, just giving you a general idea of a living breathing world. As time passes and if you are doing well, things escalate somewhat as vicious predators or evil people come by and try to do various things (steal food, eat people, steal valuables). Then if things are still going well, a random event that changes the conditions of your area a little bit but for a while might be better than a dramatic short change. Those dramatic short changes like meteor strikes can be more annoying than fun, since they aren't events that you can/have to adapt to, you just have to clean up the mess they made.

There's definitely going to be an escalation of the goings on. Depending on your choice of AI Storyteller, of course. I can't guarantee Randy Random won't send you a devastating meteor shower or something a few days into the game. But most of them will try to be reasonable and match your ability to absorb punishment somehow.
Title: Re: Got an idea for an incident?
Post by: UsF on September 18, 2013, 04:21:31 PM
Quote from: Tynan on September 18, 2013, 04:12:22 PMThere's definitely going to be an escalation of the goings on. Depending on your choice of AI Storyteller, of course. I can't guarantee Randy Random won't send you a devastating meteor shower or something a few days into the game. But most of them will try to be reasonable and match your ability to absorb punishment somehow.

I still think that "meteor showers" are a bad hard event that you basically have to clean up after it happened.

Check out some more ideas in the other thread. http://ludeon.com/forums/index.php?topic=11.msg166#msg166 :D
Title: Re: Got an idea for an incident?
Post by: Tynan on September 18, 2013, 04:22:57 PM
You're right, I think there are other things that should come before meteor showers (which are basically just unstoppable random devastation).

And hey! These are all really great ideas, I'm taking notes as I go down the page here. Keep 'em coming!
Title: Re: Got an idea for an incident?
Post by: mori on September 18, 2013, 04:23:37 PM
Im thinking about global incidents, like economic crisis, war, hyperflux, and so on.
For example war could mean that the faction player is associated with will demand
something (like if fleet passes by, they demand you supply some food/fuel etc).
Enemy can demand you to pledge to other faction and so on.

Local incidents like
- Mistake in tourists travel plan (ship with tourists land and stuff like that, you have to decide what to do with them,
like good/bad decision)
- Some sorts of hidden persons (like spy, maniac, thief, corporate raider, social engineer(steals your money/stuff in really huge amounts,
and you don't even know where it's gone).
- Some semi global like if planet you're landed on slowly forced your crew to mutate in certain way.
- Time paradoxes, and such "strange" events (inspired by Solaris and 2001)
Title: Re: Got an idea for an incident?
Post by: WolveNZ on September 18, 2013, 08:07:48 PM
Quote from: mori on September 18, 2013, 04:23:37 PM
- Some sorts of hidden persons (like spy, maniac, thief, corporate raider, social engineer Government Official(steals your money/stuff in really huge amounts,
and you don't even know where it's gone).

Fixed ^^

but would be good to have 'Seasonal' events? ie, Breeding season, Migrations for Native animals, Springs, summers, winters etc...

But having allot of the smaller things will really help create the enviroment, and if I remember anything from that Evil Genius game, its really dammed annoying if you get spammed with bad events, constantly..
Title: Re: Got an idea for an incident?
Post by: mori on September 18, 2013, 08:14:48 PM
http://www.youtube.com/watch?v=-DT7bX-B1Mg
Title: Re: Got an idea for an incident?
Post by: Kalesin on September 19, 2013, 06:26:12 AM
I wanted to put a diagram ideas or suggestions to inspire you to create events procedurally (to see if I find time and I do), while, there are my ideas:

-Artifacts an alien civilization (event both increased research or possible attack)
-Infection (low health, death, psychosis, ...)
-Rebel Droid
-Discovery of native culture on the planet (possible trade, alliance, war, ...)
-Crashed starship (possible new settlers, can be a prison ship with which criminals would have threatening the colony, ...)
Title: Re: Got an idea for an incident?
Post by: Keller on September 19, 2013, 11:13:15 AM
Title: Re: Got an idea for an incident?
Post by: SharpKris on September 19, 2013, 11:59:20 AM
here's my list

- slavers coming to abduct your colonists (knocking them over the head and dragging them off the map)
- space marines drop to fight you or buy all the weapons you can spare.
- robot herd (a herd of robots feeding off of scrap, mostly non threatening, but a danger to your resource)
- slave merchant (need more colonists?)
- alien contact! (they will either be friendly or try to abduct you or your cow. will make funny crop drawings on the area before they leave)
Title: Re: Got an idea for an incident?
Post by: luxSolisPax on September 19, 2013, 07:09:20 PM
Stumbling upon another colony. The colony could be of any size but it creates an interaction between a dynamic entity as opposed to an isolated event. That colony has a leader that people generally obey. Maybe he's a war monger. Maybe they're simple farmers. Maybe you stumble upon a friendly ninja village willing to help fend off pirates.  The possibilities become limitless and the depth of the narrative just explodes.
Title: Re: Got an idea for an incident?
Post by: TacoStorm on September 19, 2013, 07:20:24 PM
It would be really cool if you could have adjacent colonies to interact with. What if a bunch of prisoners/convicts set up shop nearby? They may have a shady past, but they're just trying to survive. Do you try to bring them back to justice? Leave them be? Try trading with them? Try to integrate with their society?

There's a lot of cool story telling that could happen if you had other people nearby to interact with.

- War breaks in that solar system out and the system is engulfed in fighting (military camps are set up nearby, and don't necessarily try to interact with you, but may try to do so. What if they try to take your women? Or "capture" your stockpile of ammunition? What if deserters try to hide in your town?)

- All species of wild life suddenly vanish, one at a time. Why do they disappear? Where do I get my food from now? Will we be next?

- WORM ATTACKS! Everybody likes the worms from dune. Games should have more of those.

- Zombie outbreak. Played out, but could be fun, especially if you've got lots of corpses from dead pirates lying about.

- Drought. Affects plant yields/growth

- Volcano eruptions



Title: Re: Got an idea for an incident?
Post by: Ogaburan on September 19, 2013, 07:40:00 PM
I will add my voice to some of the already suggested events, and expanded on them with my 2 cents.
Hope this will provide some inspiration.

I think the concept of "Alien Contact" should be explored.
With a few themes in mind:
- Native "low tech" culture.
- Mysterious "high tech" extinct culture.
- Visiting "high tech" aliens.

Native "low tech" culture
Some Ideas:
1. A somewhat naiive culture of seemingly peaceful aliens.
(Similar to the duck people of Dragon Pass - which is a very old game based on random events you should really take a look for inspiration.)
This can present the player with the dilemma of how to deal with them.
Exploit them- With a possibility it will backfire when it turns out they are not always so harmless as they look. With a random seed to spawn ubber soldiers if this patch is taken, so it will blow the mind of some of the more greedy players. Otherwise you will get some slave-power.
Trade with them - For x,y,z exclusive items.
Interbreeding - Only a few men and women... and they have needs!
You can let the player have a choice to encourage/discourage "relations" between individuals of both races.
With results verrying between the human defecting, impregnation (not limited to females... perhaps? sub mission to keep him alive for a few weeks perhaps? A new "unit" with special abilities perhaps?) or the alien joining your colony.
Defend them - Some constant bonus as long as they are alive.

2. Hostile tribe
Predator like culture - Who will be hard to kill, and solitaire. After killing a few, the player might earn their "respect". Opening up possibility to trade.
Hive mind - Endless spawns of ants/bugs/insectoids that will compete for resource until their "anthill" will be destroyed.
Nomadic Tribe - Groups of individuals with pets. They must have pets... and maybe those pets could be capturable? Tamable?

Mysterious "high tech" extinct culture.

Just Abandoned Items/Buildings. Maybe forcing the players to solve some kind of riddle to get to them... or earn enough "hacking" tools/capabilities to open abandoned vaults. Slowly discovering some interesting mysterious lore adding some aspect of exploration to this game.
Items can vary from weapons, powerful mining tools, resource spawning points/items.

Visiting "high tech" Aliens
Greys - Trying to abduct colonists, for anal prob purposes only. A classic.
Refugees/Neutral - Fleeing some this or that terror. They might join if the player helps them. Or just trade. Bringing with them the possibilities of nasty diseases needing some specific-odd cures.
Evil/Hostiles - Ex-ter-mi-naaaaate!!! (Dr Who?)
Benevolent (?) - They come bearing gifts! Their free! They really want to help! Only those trinkets... tend to back fire...
A very powerful weapon that has a chance to explode when used.
A drug that eliminates the need to sleep... yet... the high metabolism it gives needs a constant diet of... HUMAN FLESH!
A ball that predicts the future, allowing you to turn back time (reload) to the last 24 hours... secretly spawning one of several bad events that will happen if used.
I can go on and on...

Just please dont go down the "Zombie" road...
Title: Re: Got an idea for an incident?
Post by: lingbot on September 21, 2013, 05:25:19 PM
I'd like to see more cause and effect incidents within a grander context, for example, some soldiers from the industrialised core worlds are lost and stumbles into your colony, capture and give to another faction or shelter and until the next passing industrial ship?  Picking either option has consequences with the other factions and the 'love/fear' mechanic.

Somewhat off topic, research could be replaced by trade.  As it stands, research is about trading time for advancement and once something is achieved, it's a permanent ability, rather than drip-fed by the storyteller.  I guess this is a discussion of whether you want the game to be more sim or drama driven.
Title: Re: Got an idea for an incident?
Post by: Jakadasnake on September 24, 2013, 02:48:00 AM
Quote from: TacoStorm on September 19, 2013, 07:20:24 PM

- All species of wild life suddenly vanish, one at a time. Why do they disappear? Where do I get my food from now? Will we be next?


This is cool because it's an opportunity to create a pretty low-key incident where the player wonders if the game is bugged. What if, playing FTL, you started noticing random minor damage incurred after a few warps here and there. WTF? I mean, I'm going to repair that but what's the deal with this game. Suddenly you find out there is a space-algae growth slowly devouring your ship and you have to shut off the oxygen supply for a set period of time to get rid of it.

That's just an example, but consider that every great story benefits from foreshadowing. This event could happen within the context of multiple other incidents prior to culminating in a pretty neat super-event.

This thread has a lot of cool ideas.

In my opinion, diversity is king here. For every simple incident or mechanic that is added, a new interaction between that thing and every other thing is created. The growth is exponential. Think of all the interacting mechanics in a game like Spelunky. Ultimately, this may benefit far more from simpler (albeit, unique) ideas. But how would you get them to interact in the context of this story? The best answer I have is that they should affect characters.

Man, I just lost a colonist.

versus

Holy cow, remember the guy who got taken captive by marauders and was later rescued with severe PTSD? Yeah, well turns out he had Cazzers. I mean sure, technically he is dead, but that hivemind that replaced his brain has eyes everywhere on this planet. He'll be able to warn us of the next incident that will occur prior to succumbing to the disease.

Alright, onto the meat and potatoes of my post. Actual suggestions. Like I said, simple is good. I'll leave a lot up to imagination because it's too early to get bogged down by details.

Wait, animal life on this planet could be sentient?

The sun of this system is quickly approaching its death.

That smoke smells funky....

Imaginary monsters begin their assault of the base. Joust them!

What's this cube-thing?

Buildings grow legs and begin walking. Your base layout is scrambled. Random citizen inside a building that moved develops a strong affinity for technology.

We'll just need bigger bombs.

Mortar shells begin impacting near your base....

Going to add more via edits. Cheers!
Title: Re: Got an idea for an incident?
Post by: williamknox on September 30, 2013, 11:58:34 AM
Incidents ah? Hmm *Looks at things that could end the world* Dead animals people etc rise from the grave and start attacking other animals and people. Could all so have a %50 chance of a person getting the zombie infection (Kinda like how vampires work in Skyrim) But the infected (Not yet turned into a zombie) could be treated via med packs?
Title: Re: Got an idea for an incident?
Post by: enystrom8734 on September 30, 2013, 09:20:51 PM
A disease outbreak. Colonists start slowly losing health. Have to research a cure or quarantine the infected if caught early enough. Could mutate or find that it is a parasite that is infecting animals now too.
Title: Re: Got an idea for an incident?
Post by: Jakadasnake on September 30, 2013, 10:12:35 PM
Quote from: williamknox on September 30, 2013, 11:58:34 AM
Incidents ah? Hmm *Looks at things that could end the world* Dead animals people etc rise from the grave and start attacking other animals and people. Could all so have a %50 chance of a person getting the zombie infection (Kinda like how vampires work in Skyrim) But the infected (Not yet turned into a zombie) could be treated via med packs?

Kinda disagree man. Would love to see this game avoid the overdone zombie thing. Not that we need to be hipsters here, but zombies are just way too prevalent in video games these days IMO.
Title: Re: Got an idea for an incident?
Post by: Semmy on October 01, 2013, 06:39:00 PM
I havent read all thats already been said.
But just my 2 cents.

- One of the immigrants could be a serial killer you'd actually have to visually see who it is.
- If your food outnumbers > your number of peeps food should become rotten and should lure in some nice critters or spread a sickness among your people so your medbay/doctor has some more uses.
- When you hole up your people to much and when they miss daylight they should become sick over time. Or become sick when walking outside again. One of the most awsome DF features there used to be.
- Bigass firestorms. We are on some unknown planet who knows when or how close past the sun we move. A nice research building/tool could be hooked up to this incident telling you approximatly how close to the storm you are. So will you keep working outside or run inside close the doors and hide. Offcourse a late game incident as it will roast buildings from certain materials.
- Has anybody already talked about worms. God i miss dune's worms. only hardened ground is safe. One of Herbert's best creations d-;
- Winter is coming... ow shit wrong game.
- But above all the thing that often goes wrong in games like this is that you must really build well defences for invasions.
DF makes it to easy to bypass invasions with certain traps/builds. Invasions should have different ways of attacking you burning your village braking down doors. scaling walls with ropes or ladders. For all i care you give them engineers to build stuff on the spot. So when they cant reach you they set up a minicamp and start building up a assault. And maybe if you dont kill them fast enough let them get reinforcements who will bring the siege equipment. So many dammed options d-;

well many more but im curious to what you would add or want.
Title: Re: Got an idea for an incident?
Post by: ZebioLizard2 on October 02, 2013, 01:49:55 AM
I'd love to see something done for malfunctioning War Robots, robots still set for war to collect resources to create more of themselves and to continue fighting on. If you don't deal with them they'll steal mineral supplies and simply produce more strong troops to fight.
Title: Re: Got an idea for an incident?
Post by: Tynan on October 02, 2013, 01:58:26 AM
Well! This thread is certainly bursting with ideas. From streakers to zombies to tribal invaders (one that I quite like, that - fits the frontier theme well). I'll be mulling all this stuff over more when it's time to open up new features. Maybe sooner, actually. I have it scheduled to drop in a bunch of new events in the next week or two, right after I smarten up the AI Storytellers a bit.

Quote from: ZebioLizard2 on October 02, 2013, 01:49:55 AM
I'd love to see something done for malfunctioning War Robots, robots still set for war to collect resources to create more of themselves and to continue fighting on. If you don't deal with them they'll steal mineral supplies and simply produce more strong troops to fight.

That's an interesting one. I've always been interested in Von Neumann probes and the Berserker concept. http://en.wikipedia.org/wiki/Self-replicating_spacecraft
Title: Re: Got an idea for an incident?
Post by: Semmy on October 02, 2013, 08:07:28 AM
In the interesting wiki... let me go look for more from that guy
Title: Re: Got an idea for an incident?
Post by: FangoWolf on October 03, 2013, 02:59:26 PM
Sticky fingers Hal grabed an alien artifact - hmm no instruction manual - random events.  Maybe the nerds can crack a few of the effects for predictable events.  Limited uses.

Eco imbalance - weed outbreak that strangles crops.  Workers must remove the weed spaces.  Could lie dormant in some spaces to come back later.

Aliens leave a clone of one of the workers.  Is he trustworthy?

Alien animals that have been breed for food, the aliens show up and it is akin to humans eating dogs.

Posse shows up wanting to arrest one of the colonists.

Master Mechanic for hire.  Hire him for some fixups before he moves on.

Yevette sold some of our supplies for ride off the planet.  (Dr Smith like)

Set threshold of supplies and power to jump to the next planet and hope for a better location.
Title: Re: Got an idea for an incident?
Post by: ZebioLizard2 on October 03, 2013, 03:21:03 PM
Cult of Flesh: (Requires things that could shape flesh, a surgery center likely)

A group of colonists have begun shaping their flesh, whether it's just some harmless space fad, or something a bit worse is unknown

This could involve a new group coming in to show off their extensive body mods and the like, or a cultist group who believes in the Flesh over Steel

Cult of Steel:

A group of colonists have begun to replace limbs and other pieces of themselves with steel and robotics.
Title: Re: Got an idea for an incident?
Post by: Zorbane on October 03, 2013, 03:40:07 PM
Mirror Universe anomaly!

Duplicates of your colonists (maybe with lower quality gear and lower skills) appear from a strange anomaly and attack your base.

Note: All male duplicates must have goatees
Title: Re: Got an idea for an incident?
Post by: garg1 on October 03, 2013, 05:17:11 PM
Title: Re: Got an idea for an incident?
Post by: Semmy on October 03, 2013, 05:18:12 PM
Quote from: garg1 on October 03, 2013, 05:17:11 PM

  • Rescue?!:
    A spaceship spots the base and they land.
    They have room for ONE person.
    Do you let the person go or will you keep him while he is probably pissed about it?
  • The time traveller:
    (That one kinda advances the planned "Historical Characters"-Feature)
    Character from old game appears and joins(?) the group.
    It can be expanded, maybe it's a character from the CURRENT group.
    He wants to warn them about the future.. then he dies by universe-correcting: Lightning or a meteor strikes him or maybe he dies by another follow-up incident?
  • Evil clones:
    (Requires "alien artifact" or some kind of cloning-feature)
    Clone/s appear in the base, seek their "original" and start fighting, as soon as a third character approaches them => "Shoot him, I'm the real one!"-clishe
    There is just no way you can choose logically (or can you?)
    Whoever lives will be distrusted by the group (and probably the player).
  • Trouble with Tribbles, 'nough said

room for 1 person..
lets highjack the ship and leave them on this dammed planet.
And if that doesnt work i bet we can scrap that bitch
Title: Re: Got an idea for an incident?
Post by: garg1 on October 03, 2013, 05:22:18 PM
Quote from: Semmy on October 03, 2013, 05:18:12 PM
room for 1 person..
lets highjack the ship and leave them on this dammed planet.
And if that doesnt work i bet we can scrap that bitch

Oh in that case let me get my antimatter-grenades ^_^
But seriously that could be an option, maybe one of the possible endings? It could be like an Endboss, i imagine the spaceship in that case pretty hightech.
Title: Re: Got an idea for an incident?
Post by: Mansen on October 03, 2013, 08:02:14 PM
Being a fan of "theme/tycoon" games I have a couple of suggestions (And apologies if someone has already mentioned something in this vein)

- Emergency Medical Shuttle -

An escape shuttle makes contact with your colony, pleading for medical assistance. Could be old fashioned combat wounds (Could explain the loss of their ship), or something more exotic (Startopia had shuttle events with patients suffering from critical or contagious diseases - often with great risk/reward outcomes)

- Indigenous Critters -

The classic "cute fluffy critter" event. While digging out (or exploring) the cave systems of your planet, you stumble upon a small, friendly tribe (nest?) of fluffy critters. They cannot communicate verbally, but are friendly and purr.

Could add a morale bonus to the colonists if you let them live among you as pets - The kicker being that they will change/turn into something more fearsome (at chance or guaranteed) when a specific lunar/solar event showers the surface (Kind of like space werewolves...except fluffy and cute most of the month)

Maybe add in a "cure" or vaccine for the critters to turn them completely domesticated if you stick it out and have a medically trained scientist around.
Title: Re: Got an idea for an incident?
Post by: Zorbane on October 03, 2013, 08:08:27 PM
Quote from: Mansen on October 03, 2013, 08:02:14 PM
...
Could add a morale bonus to the colonists if you let them live among you as pets - The kicker being that they will change/turn into something more fearsome (at chance or guaranteed) when a specific lunar/solar event showers the surface (Kind of like space werewolves...except fluffy and cute most of the month)
...

Isn't that from Startopia too?  ;)
Title: Re: Got an idea for an incident?
Post by: ZebioLizard2 on October 03, 2013, 10:09:16 PM
Quote from: Zorbane on October 03, 2013, 08:08:27 PM
Quote from: Mansen on October 03, 2013, 08:02:14 PM
...
Could add a morale bonus to the colonists if you let them live among you as pets - The kicker being that they will change/turn into something more fearsome (at chance or guaranteed) when a specific lunar/solar event showers the surface (Kind of like space werewolves...except fluffy and cute most of the month)
...

Isn't that from Startopia too?  ;)

You're thinking of the Garbage Beasts, they are cute little things to start with then they start eating trash and OMG THERE'S A GIANT BLACK SHELLED BEAST EATING EVERYONE.
Title: Re: Got an idea for an incident?
Post by: Mansen on October 04, 2013, 04:00:37 AM
Heeheehee - Loved those Memaus? ;D
Title: Re: Got an idea for an incident?
Post by: Astrakhan on October 04, 2013, 08:25:42 AM
I'll toss in a couple things, though note, I have no idea about programming so I have no idea how difficult it is to do things, and I haven't played the game (yet-I kickstarted) so I don't know what's in there and what's not. /disclaimer

-Interaction between weather and hardware, i.e., if it's raining, please oh please don't use that tesla cannon, shorts out electronics etc. Could even go crazy and do acid rain/global warming type stuff affecting crop growth. The solar flare idea someone else mentioned is cool; while it increases power production everyone also needs to stay indoors or wear crazy amounts of sunblock or special armor or something lest they get horribly burned.

-Unstable environments like eruptions--think someone mentioned sinkholes, but how about gas pockets and stuff like that, can start small as a precursor to something more traumatic. Biomes were mentioned as a feature to be considered--yes please! Try colonizing something like a volcano planet.

-Caravans/Trade ships/Whatever spy on your supply situation and extort you for what you need. "It's just supply and demand, and my friend right here," he said, tapping his shotgun.

-I don't know what sort of buildings and occuptations the colonists will have but I'm imagining the story of the colonist who owns the saloon, gets everyone addicted to alcohol then sets himself up like a king, hires a mob of thugs and basically rules the town. A crooked sheriff, the mysterious trader who shows up and proceeds to start killing everyone, the bounty hunter that starts abusing people looking for one of his targets amongst your citizens. I could go on for days about that stuff, but I won't. (Mad scientist would be awesome, mutated/cross-bred animals)

-I don't know what sorts of energy sources are being considered, and the research/tech/engineering capabilities it would take to get to them, but nuclear, fusion and plasma technology offers all kinds of event-related hilarity. The nuclear meltdown or just seeping radiation that mutates everything around it, the fusion plant that suddenly turns into a self-sustating sun that must be launched into space or doom ensues, or plasma technology that burns a hole through the casing and anything or anyone adjacent.

If anything is intriguing I'll keep thinking and posting.
Title: Re: Got an idea for an incident?
Post by: Sky_walker on October 04, 2013, 01:39:54 PM
1. Micrometeorite rain - whole map gets covered by micrometeorite rain. Every un-armored structure will be damaged (eg. crops, solar panels). All of the living creatures (and characters) left on open air have  1% chance of death in first 5 seconds, 5% for next 5 seconds, and 10% for any further second of the rain.
This should be very, very rare event (eg. chance should be low enough not to see it even once during a game) with no warnings before it starts.

2. Sand storm - Breaks all of the ventilation systems unless it's turned off. It will kill all of the characters if they're left for more than 30 seconds on a storm. Slight chance to damage some of the crops. Minimum 1 minute warning before the storm.

3. Famine and Drought - crops lower their vegetation by 75% for X period of time. Natural water deposits lower the output - by 90% on surface and 30% underground. Player got an option to use drinking water for crops - creating an interesting dilemma of balancing water and food needs for the population.

4. Heat wave - kills 60% of crops and adds Hyperthermia modifier for anyone staying more than 50 seconds outdoors. If someone remains outdoors during Heat wave  for more than 3 minutes he will die.

Hyperthermia got a random chance every X seconds of causing a person to faint for 2 minutes.  Another effect of Hyperthermia is that person is unable to perform any complicated actions - basically he should be limited to opening doors and moving around.

4. Limnic eruption - got a small chance to occur in any larger lake. It's a massive CO2 release causing every living creature or human within range of a lake to get Hypercapnia modifier and eventually die unless gets into the oxygen tank or an indoor area with regulated atmosphere. It will cause a drop of skills and a 10% chance of fainting every 20 seconds. If someone remains in the area of a lake for more than 3 minutes - he will die.
Unlike Heat wave event this can be handled by providing oxygen bottles to the colonists. It also doesn't affect vegetation.

5. Geomagnetic storm - breaks all of the radio / remote communications. Causes all of the animals to behave irrationally (eg. randomly change directions, stop herd behavior, resist to human orders). Finally - if you can make it - simulate Aurora by green and green-blue lights moving around the game map? It might look bit strange, but... aurora is strange after all :D

6. Spying scandal - colonist with highest computer knowledge skill gets accused of spying. If he has high social skills - he can remain in the group, but for X days there are struggles between him and other members with high social skill as well as all of the members of opposite sex (this can be modeled by occasional fights or guy demolishing room of the "opponents", etc.). If he has low social skills - he gets exiled from the group.

7. Cannibalism - an event where one of the colonists (preferably: strong male) kills another member and eats parts of his body, than either hides it or cleans all traces leading to him. Got a 20% chance of being exposed and 80% of remaining hidden (should be modified by skills).
- If exposed he got 50% chances of exile or being killed by other colonists - should be affected by his social skills.
- If not exposed than he gets Prion Disease - which is hidden unless member goes through intense medical tests. Prion Disease cannot be cured, but can be used to force colonist into exile.
After X days he will strike again killing another colonist and eating his meat. Cycle repeats until 3rd time when he gets one of two diseases:
- Creutzfeldtâ€"Jakob Disease - causing memory loss (reduces one random skill to 0) than psychosis (where he will start running around activating / deactivating everything he can reach) and eventually death. Colonists should have random but very low chance of getting CJD from eating herd animals meat. There should be no cure, or it should be very difficult to obtain.
- Fatal Familial Insomnia - split into 2 stages: psychosis (as above), and dementia, where skills will slowly decrease until all are 0 and colonist dies. During dementia phase he cannot perform any advanced actions (basically he will walk around doing nothing). Again: No cure or very difficult to get.

8. Light critters - inspired by Stargate episode - you encounter lone light critter. He will follow colonist around for a while. Critter got an ability to phase through the doors. If critter finds some sweet food during its trip following colonist - it will consume it and escape.
Returning back 3 days later with few more critters which will follow random colonists. If any finds sweet food than all of them will go to it, consume any sweet food around and run away.
They'll return back 3 more days later, only now in a swarm of 10-15 and start moving around the colony. Same scenario - if any of them finds sweet food they all will come, eat it, and escape. This time not returning till next year, same month, same day.
There should be an option to allow shooting the critters. They cannot be killed, but if any is shot - all of them will run away for 6 days, and return in large group attacking all of the colonists until one of them is dead (they should do small damage per tick, and assign themselves to random colonists damaging them over time till one drops).
One of the alien devices found in a game should be able to capture a critter and use it as a lamp with a gentle animation of critter moving inside.

Quote from: TacoStorm on September 19, 2013, 07:20:24 PM
- WORM ATTACKS! Everybody likes the worms from dune. Games should have more of those.
I fully support that!  ;D

But things like time travel or zombies (we really need that even here?) or space marine drops (?! Wat?) are slight overkill IMHO.

In general though I think that it'd be great if there would be a choice of events that might not occur even if you play over 8 hours session. This way game will have a greater re-playability, which is definitely an important factor and something that can make it stand out.
Title: Re: Got an idea for an incident?
Post by: WhackyRavenLand on October 04, 2013, 03:50:44 PM
Gotta think real hard on this one, cause a lot of good suggestions are already here.
On a different note though...this thread should be sticked. Yes? No?

RB
Title: Re: Got an idea for an incident?
Post by: Astrakhan on October 04, 2013, 03:52:30 PM
Definitely should be stickied imo.
Title: Re: Got an idea for an incident?
Post by: Semmy on October 04, 2013, 05:50:52 PM
How about roof collapses.

Something that seems to be bothering me about dwarf fortress all the time and about the looks of rimworld is that it seems no matter how large rooms are the roof never comes down.

No support structure nothing.
I could dig out a mountain without any type of support and just sit there and relax.

Maybe a good incident would be roof collapse.
You could dig your settlers out wich have a certain % of chance to be alive wounded or death.

The roof collapse could be simply calculated by the size of the room and the bigger it is the bigger the chance.
It should still be a really small chance or happening when using explosives or fighting outside earthquakes whatever.

Or the storyteller could throw it in
Title: Re: Got an idea for an incident?
Post by: British on October 04, 2013, 05:56:03 PM
Quote from: Semmy on October 04, 2013, 05:50:52 PM
How about roof collapses.
That may or may not pertain to your proposal, but there's a whole discussion about Z-axis on KS at the moment (or, well, a few hours ago).
Title: Re: Got an idea for an incident?
Post by: Semmy on October 04, 2013, 05:56:52 PM
Quote from: British on October 04, 2013, 05:56:03 PM
Quote from: Semmy on October 04, 2013, 05:50:52 PM
How about roof collapses.
That may or may not pertain to your proposal, but there's a whole discussion about Z-axis on KS at the moment (or, well, a few hours ago).

I saw that on kickstarter.
But im talking about simple collapsing. No need for Tynan to go into z-axis yet
Title: Re: Got an idea for an incident?
Post by: British on October 04, 2013, 06:01:10 PM
Well, if there's no Z-axis, it'd feel like breaking the fourth wall, and that'd be odd.
That's the way I see it, anyway.

And it doesn't matter because it's better to have people propose their idea here, rather than rambling about other's !
Title: Re: Got an idea for an incident?
Post by: Semmy on October 04, 2013, 06:03:37 PM
Quote from: British on October 04, 2013, 06:01:10 PM
Well, if there's no Z-axis, it'd feel like breaking the fourth wall, and that'd be odd.
That's the way I see it, anyway.

And it doesn't matter because it's better to have people propose their idea here, rather than rambling about other's !

true true im just trying to prevent him getting into a massive challenge.
And thats what z-axis is.

I mean the number of ways to get from 1 floor to the other would give him massive amounts of work.
Stairs - elevators - slides - ramps - fireman poles (-; and many many more (-:

It would make alot of different incidents buildings strategies possible.
Title: Re: Got an idea for an incident?
Post by: Kalesin on October 04, 2013, 07:47:34 PM
Time travel:

During the game you see a new settler, by the same name and is a copy of one of the settlers (which you already had will call A and the new, I travel in time, B).

That means that, at some future point in the game, to build a time machine and travel back in time, becoming B.

The fields to follow would be, you are playing with A and B, there comes a time that builds the time machine, and you disappear the settler A (to have traveled back in time) and you have left the settler B (would be an advantage as which in principle B is better than A, because it has had more time to improve).

You do not build the time machine, which is a paradox porduce catastrophic effects (A and B die or disappear, some incident, ...)

Edit:
I've seen that already had ideas since time travel, this would be my idea of ​​how to make a journey playable in-game time.
Title: Re: Got an idea for an incident?
Post by: thekillergreece on October 05, 2013, 01:51:05 AM
How about illness?Cold?Heat system?

Like, on summer, there is a lot sunny times, you get easily tired and you want fresh air..But where?Air conditioner!But it needs parts and energy from power station...If you wont do your job on finding the air conditioner, you may end up game over.

Cold weathers, you catch the cold and should stay inside for many days, turn on your radiators if you dont want your survivors freeze, and die from illness...

Title: Re: Got an idea for a Storyteller incident?
Post by: Ferigad on October 05, 2013, 04:05:11 AM
Well, my 2 cents.

Rage-Syndrom: Colonists become more and more angry, when your medic guys find out that some kind of radiation influences them. Leads up to a old device from a ancient war that used some brainwaves to increase aggression and paranoya on the enemy troops. Keep it, destroy it, even use it agains your enemys? Hmm...

Guilty: Mysterious things happens when a new arived colonist is found dead. First you suspect pirates, but after some times, it becomes clear that somebody of your own is guilty. A regular case, but when you learn that the new colonist was once a warlord that killed thousends of peoples, you are faced with a moral decision that could affect the entire colony. Serve Justice or show mercy? That choice could affect your entire colony and how the people will think about you as their leader.

Fission sucks!: All goes well and you are able to repeal the pirate attacks. But then you get a strange signal from your old ship. It seems like the fusion core survived the crash and loosing magnetic contaiment. Can you reach the wreckage in time to prevent a catastrophic meltdown  that would shift the climate of the planet? Stop a Nuke from goin off! And even better, get some juicy tech from the wreackage, maybe even a (mostly) working fission reactor!

EMP Asteroid: (Yeah, thats a classic!) A meteor is comming down, but this time its not a regular one. Just in time your scientists inform you that this one will explode high enough in the atmosphere to create a electromagnetic pulse. Hurry up and try to get as mutch equipment as you can to safety, or at least shut down your powergrid. Otherwise, welcome to the stoneage!

Dark Sky: (Yes, mostly like the solar eclipse idear some pages back) Look, a solar eclipse. But why is that muffalon so angry? Wait a minute... all animals of the planet becomes enraged. Why? Who cares, grab your guns and close the doors! And dont forget the lights! A night of the terror style encounter.

Wish you where here: One of your colonists lost a love one when your ship crashed. But then, you get a weak transmision. He/she is alive. But you learn that the slavetraders got the same messeage. Can you reach him/her in time to save him/her and to reunite him/her with his/her loved one? (It doesn´t sound mutch, but i think a bit romantic can´t hurt)

Cold Sleep: When you check out the ruins of a old colony, you find a hibernationpod. Inside you see a single human. After examine it, you accidantly awake the person inside. (Friendly and hurray, a new colonist. Foe? Well, bad luck then. His reanimation triggerd a beacon and his friends are comming...)

No idear what kind of storys are even able with the engine or easy to do. So i just wrote down some basics and the idear behind it. From a perspective of story, it could be good integrated in some storylines. Like the loved one is a engeneer that helps you with a other issue. Or the guy from the hibernationpod is the son of a mercenary clan and they think you kept him hostage and so on. Will write more if i still get any idears.
Title: Re: Got an idea for a Storyteller incident?
Post by: Sobel on October 05, 2013, 09:11:56 AM
Only just joined and gave the thread a quick skim through, some awesome ideas btw!

My thoughts for a storyteller incident would be almost drawing directly from Firefly/Serenity. I'm not sure if the game will allow actions to be chosen which then can affect how a story plays out.

You hire a random colonist from a transport (you see where this is going already) who seems to have fairly low/average stats, but upon undertaking some action, suddenly has that associated stat maxed out.

Maybe a colonist with a low shooter skill kills someone during a raid, some lore is maybe told and it's discovered he was actually either :

- Genetically enhanced super soldier that has no memory of who he was (call the character Bane Sojourn - hint Anagram)
- A betrayed high ranking military officer (Call him Gad Tailor)

etc.

There is then a chance that at some indeterminate point later on, some people come looking for him/her and you are presented with options such as :

Defend them (kill the investigators)
Trick them (fool them into opening a grave and taking the corpse of what they think is their target)
Bribe them (money/guns/food etc.)
Intimidate them (use fear to make them leave)
Hand them over (lose reputation and that persons skill)

The options would be your typical RPG style which would be close/open depending on colonists skills/levels/traits and you'd have % chances for each depending on actual skill level ranges.

If you fail you lose both ways, the stranger is taken away/killed and you suffer a penalty, such as higher buy prices from traders, slower research, more raiders etc.

Anyway just a thought, probably way beyond what is possible for the moment in terms of the engine.
Title: Re: Got an idea for a Storyteller incident?
Post by: AspenShadow on October 05, 2013, 09:49:54 AM
Similar to above I've been going through the previous suggestions and they all sound awesome, if starting to get a bit complex; simple events can link with others after all.

I love the idea of a Tribble-esque scenario and the Dune-Worms.
I'd like to throw a few suggestions of my own into the pile as well:

AI Revolt - After researching advanced technology to automatically perform a task in the colony for the player, it revolts against you and you can either try to appease it or hack it or destroy the hardware it inhabits.

Overgrowth - The introduction of a new mineral from a fallen asteroid/debris has caused the local plant-life to grow at alarming rates and is reclaiming the area for nature. If you manage to deal with the situation you can use the mineral through research for better food growth rate.

Back to the Future - At some point one of your colonists either in the lab studying advanced technology or activating ancient alien tech in a lost temple will disappear into a vortex. At a random point in the future of your colony he'll re-emerge with no time having passed for him at all, people are happy at seeing him again, you get a favoured/useful colonist back from the dead, but he might have difficulty adjusting to missing days/months/years of his life.

Trials and Tribulations - An advanced race has been studying you and is considering an alliance/trade-agreement/uplifting, they present you with advanced technology and how/if you use it is a test for their final decision (unknown to player). They will think you wise or foolish based on the decision; possibly lucky if your decision works out well even if they didn't agree, and initiate the alliance/trade/uplifting for real.

Long-Term Effects - A miracle drug your colonists found/created from the local flora and have been using steadily has suddenly shown a long-term side effect nobody could've predicted. Positive, negative, downright strange? (Random Seed)

Tale of Two Cities - Two indigenous tribes of the area have been fighting for a long time and have recently insisted on dragging you into it after an attack. Who will you side with? Can you broker peace? And if you do... will they be grateful or take advantage of this new alliance to oust your colony from their land?

The Old Growth - After exploring an archaeological site your colonists are noticing the spread of a strange fungus that while harmless/beneficial to humans, is quite toxic to the local wildlife or your crops.

Lucky 13 - One of your colonists has got a bit of a gambling problem. He's wracked up debts he can't afford, he has a chance to win it all back and then some but he needs some money from the colony to stake his entry fee to the tournament. Are ya feeling lucky punk? [Chance to lose your deposit and the colonist is taken by debtors, pay off his debts but don't let him enter tournament, and the tantalizingly possibility of success to double what you invested in him!]

Amnesia - Sadly one of your colonists has suffered a rather nasty head injury (either from battle or from work) and has completely forgotten who he is. Is this a painful setback for a bright star? Or a chance to turn that slacker into a scientific genius? [Re-designate the class (e.g. nobleman) of one of your settlers, or perhaps reallocate skills with a slight minus for having to learn it all at once?]
Title: Re: Got an idea for a Storyteller incident?
Post by: Turbo on October 05, 2013, 05:04:04 PM

1) You could do an event inspired by Pitch Black.
Full moon happens: alien bug swarm comes from under the ground to attack the colony.

2) Something Starship Troopers Inspired
Bug swarms!

3) Medical Emergency!
Ship drops off infected crew and requests you research and administer a cure within X timeframe.

4) Pirate Blockade
Pirates stop traders from coming until you either pay their demands or capture their raiding party and parlay them back on the condition they leave.
Title: Re: Got an idea for a Storyteller incident?
Post by: Pheanox on October 05, 2013, 05:37:43 PM
Pollution: Your over-development of the small area you are in starts causing disease or crop damage.

AI Sentience: The AI governing the computers in your outpost gains sentience.
    ~Benign AI that works to help the colony, contributing to research or helping attract traders.
    ~Neutral AI that observes. (Perhaps giving some witty commentary or something)
    ~Corrupted AI that sees humanity as a blight on this untouched paradise, and a struggle against your own defenses commences.

I think a great idea would be a way to modify which scenarios the storytellers can use, as well.  Not a zombie fan? (I'm not) Deselect that incident from happening.
Title: Re: Got an idea for a Storyteller incident?
Post by: walti921 on October 05, 2013, 06:31:12 PM
Events that make use of the Dark/Light season cycle that you have.....

I think this is an interesting dynamic with allot of interesting possibilities for game-play

E.G.
PITCH BLACK!! a species of dangerous animal/alien that emerges when in the dark season only...

Solar radiation spikes.. potentially damaging electronics or causing turrets/robots turn on the colony.

There are a load more things that could be tied to eclipse / non-eclipse seasonality in game other than just raider arrival / trading
Id love to hear what others think of this.
Title: Re: Got an idea for a Storyteller incident?
Post by: Dejix on October 05, 2013, 08:00:38 PM
Off the top of my head. How about...

Infiltrator: A rescued or new colonist that is truly just there to sabotage things for an upcoming pirate raid. something like "Our misses Rimworld".  ;D

Bounty Hunter: There is a price on someones head and guess who's come to collect...

Solar Storm: Better get that radiation shield in place and hope it holds before the storm hits. In fact any sever storm can be a race against time.

Organ Harvesters: Because meat and organs don't grow on trees.

Geologic Instability: Series of events leading to regional or planetary destruction. Earthquake, Fissures, Lava, Volcano's, or whatever else you can think of. Research what you need and help stabilize the tectonic environment.

A clue is found: Why did your ship crash? Was it an accident or a malicious act? Maybe this will help you figure it out.

Metal/food pest: Something is eating/destroying/weakening our metal/food! Figure out the cause and stop it or move unaffected metal to a different location.
Title: Re: Got an idea for a Storyteller incident?
Post by: Ferigad on October 06, 2013, 01:54:32 AM
Here are some other idears of my, it could be that some of the idears could been posted before. In that case, sorry. The 2 idears with the ? means that i think it´s not possible at the moment, because the game doesn´t support it at it´s current state. As always, sorry for the gramma/typos.

Colony related:

- (?)Powerthief: Somebody is stealing battery power and sells it to the black marked. Effect: Until you get the thief, you will loose from time to time power/batterys. (that would mean you would need to use energy as a ressource, like in mobile batterypacks, and to be able to sell it. On the other hand, energy as a universal currency in a sci-fi setting isn´t that strange at all.)

- Food/Ressource/Weapon thief: Same as the powerevent, i just wanted to seperate it because at the moment you don´t have mobile powerstorage. As far as i know.

- Sabotage: Somebody sabotaged the defense grid/power grid and raiders are incomming.

- Storagebunker: When your guys digged into the mountain, they found that old bunker. From what you get, it´s an old warbunker with some old tech, but still useable for your colonists.

- Sporeinfestion: A spore has infested your crops. You need to devolope a counter agent to kill the spores, otherwise it will infect your entire cropproduction (could be a new effect on the planet, so it gets impossible/hard to raise crops outside and the only foodsource becomes hydroponics, until you can kill the spores.)

- Metal eating bacterias: Crap. The worst thing that can happen. The Planet is a biome for a metal eating bacteria. It seems like your highly refined metal is the perfect source for them. Send in the eggheads to find a cure.

- Infection of the food chain: It seems your nutrian dispenser was infected with a strange bacteria. Some of your colonists are allready ill. Find a way to cure them, maybe the flora and fauna of the planet can help you.

- Android: You discovered that one of your colonists is not a human. He is, in fact, an android. But you have no idear if he is friend or foe. Will you keep him or try to dismantle him? He could be valuable after his new talent is discovered, but a risk to the colony. On the other hand, his parts could be used to refill your storage with high tech material.

- (?)Watercontamination: Your watersource was contaminated. You are not sure why or who, but you have to find a way to fix it. Maybe you can find a answer at the source or somewhere in your colony. (Thats only if water will be present later)


Planet related:

- Alien artifact: You find an ancient artifact. You could use it to accelerate your research or sell it on the blackmarked. One of your eggheads even think it could lead you somewhere... to a treasure, or to an old horror?

- Von Neumann device: A Von Neumann probe crashlanded. Bad for you, the probe seems not to recognize your status as human being, and sends it´s nanites to collect raw material, even from your base. You will need more then rifles to beat that enemy, but one of your scientists has an idear. Grab a EMP and get it close enough to the probe. That should deal with it´s core a.i. and deactivate it.

- Raideroutpost: Raiders has established a base close to your position. It seems like they are not aware of you, for now. Is peacefull coexistince possible?

- Slaver base: Slavetraders has established a base close to your position. They offer you slavers for a good price, and they would even buy colonists from you. On the other hand, it would shake the moral foundation of your colony, if you get into a buisness like that...

- Unknown beacon: A beacon was found, transmitting data to an unknown position in space. You are not sure who or why it was send, but it seems like whoever send it, could come to search for it.

- S.O.S.: You recived an S.O.S. from a Ship thats about to crash on your world. Will you try to save the people when they crash, or just going in with your guns to take everything precious you can find?

- Schroedingers cat effect: One of your eggheads did it. He unlocked the secret of a quantum effect. Unfortunately, the effect seems to get out of control. You even had a visit from a dead colonist this morning. You should better hurry up, or otherwise your colony could end in a possibility where you never survived the crash in the first place.

- Mining company: A mining company has landed close to your position. It seems they are intressted in the local minerals. Be prepared. Who knows if they will not simply try to claim your storage, instead of digging for raw minerals.

- War relics: You found an old relic of a long forgotten war. It seems like a warmashine. You could dismantle it, or try to use it. But who knows what the consequences could be when you activate it?

- Invasion: An unknown force has landed in great numbers, and they are here for you. Prepare yourself, because from this moment, you are at war.
Title: Re: Got an idea for a Storyteller incident?
Post by: Gargrant on October 06, 2013, 03:01:58 AM
I read through the previous posts here, so I apologize if anything is too derivative to what's already been said.

EDIT:  Most of the description involved with some of these incident suggestions are meant to suggest possibilities for how these incidents may interact with other existing systems.  An increased chance of attack by Pirates after the "Snake Oil Technologists" come by, for example.

Animal Encounters
Low-Tech

Ultra-High Tech

Ultra-Tech:

Human Interactions across TL:
Title: Re: Got an idea for a Storyteller incident?
Post by: williamknox on October 06, 2013, 09:27:28 AM
Not really a incident but like a world gen thing, maybe there could be like 1 - 2 bandits camps on the map and you can kill/capture the bandits and make a secondary base easily. Also you could make like territories when you have the requirements:

Researched: territories
Have 2 turrets
Have at least 1 gun

territories will be in the orders section, each tile of land will cost 2 metal (So people cant just claim all the territory around them) Also after a while the bandit's territory will grow.
 
Title: Re: Got an idea for a Storyteller incident?
Post by: BeanusMaximus on October 06, 2013, 10:44:13 AM
It'd be interesting to see an event which transforms the terrain.

Things such as parts of the map flooding or changing the land to a completely different type of terrain such as snow/desert/lava pit/alien. Seeing animals & pirates etc be effected by this would be good too.
Title: Re: Got an idea for a Storyteller incident?
Post by: AspenShadow on October 06, 2013, 02:53:00 PM
Quote from: BeanusMaximus on October 06, 2013, 10:44:13 AM
It'd be interesting to see an event which transforms the terrain.

Things such as parts of the map flooding or changing the land to a completely different type of terrain such as snow/desert/lava pit/alien. Seeing animals & pirates etc be effected by this would be good too.

Don't forget the sci-fi bread and butter of "glassing" a planet's surface. The ultimate in bad terrain, useful only for building upon.
Title: Re: Got an idea for a Storyteller incident?
Post by: BeanusMaximus on October 06, 2013, 04:48:50 PM
Quote from: AspenShadow on October 06, 2013, 02:53:00 PM
Quote from: BeanusMaximus on October 06, 2013, 10:44:13 AM
It'd be interesting to see an event which transforms the terrain.

Things such as parts of the map flooding or changing the land to a completely different type of terrain such as snow/desert/lava pit/alien. Seeing animals & pirates etc be effected by this would be good too.

Don't forget the sci-fi bread and butter of "glassing" a planet's surface. The ultimate in bad terrain, useful only for building upon.

It'd be kinda wounding if they did try building and an earthquake levelled the building. Especially if the progress of the building was delayed.
Title: Re: Got an idea for a Storyteller incident?
Post by: AspenShadow on October 06, 2013, 04:57:51 PM
Quote from: BeanusMaximus on October 06, 2013, 04:48:50 PM
It'd be kinda wounding if they did try building and an earthquake levelled the building. Especially if the progress of the building was delayed.

Yes, I think if tile-altering events were included then a rider would have to be added that ensures the tile isn't used by the player. It should limit expansion to new terrain, there are other condition/events that can devalue/harm your existing infrastructure.
Title: Re: Got an idea for a Storyteller incident?
Post by: IncredibleNode on October 06, 2013, 07:27:37 PM
Fissures opening up and producing new geysers to set up Geothermal Generators on :D
Title: Re: Got an idea for a Storyteller incident?
Post by: CptLavish on October 06, 2013, 10:34:59 PM
Just from recent worldy events that i heard about and such i got the idea of a tsunami of some sort maybe?  If there is going to be water on the maps or assumed oceans on the planet the idea could work.  Would have to seal your colony off or divert water somehow.
Title: Re: Got an idea for a Storyteller incident?
Post by: Finjinimo on October 08, 2013, 03:31:30 AM

- Bounty Hunter: A bounty hunter arrives to collect one of your colonists.

     * "We don't want no trouble..." - Hand over colonist (they're removed from game).

     * "Come and get them, copper!" - The bounty hunter attacks.

Title: Re: Got an idea for a Storyteller incident?
Post by: Enjou on October 08, 2013, 09:53:37 AM
Title: Re: Got an idea for a Storyteller incident?
Post by: noego on October 08, 2013, 04:40:54 PM
How about a terraformer crash... A terraformer ship crashes onto the planet and malfunctions, starting to slowly poison the air. Could be destroyed to stop that or repaired to increase planet quality?
Title: Re: Got an idea for a Storyteller incident?
Post by: salt1219 on October 09, 2013, 01:28:09 AM
Corrosive substance.
A strange corrosive substance has covered your walls.  10% of your walls are damged.

Relief package.
Shortly after your crash a relief package is dropped by a passing ship that heard your distress call but was unable to pick you up.
You gain some more food, two med packs, and some building supplys
Glutton.
A colonist arrives and eats more than his fair share of food.  He refuses to haul/work.  (Worst roommate ever)
Title: Re: Got an idea for a Storyteller incident?
Post by: AspenShadow on October 09, 2013, 01:25:37 PM
A nice idea that just came to me was a random story event centring around Wuv lol.

"Eloping Justice" - Your warden and [opposite sex?] prisoner are getting along so well they've started a secret romance without you knowing. That charismatic devil you captured has actually convinced her/him to join them as they elope into the sunset with some supplies.

You lose a colonist and a prisoner, that's what you get for thinking a Level 6 social warden was capable of turning a level 13 social prisoner!
Title: Re: Got an idea for a Storyteller incident?
Post by: SpaceEatingTrex on October 09, 2013, 04:50:18 PM
Rather than a specific idea, I think it might be good to have some general idea of what a Storyteller Incident should be. In my mind, a Storyteller Incident should cause the player to make a meaningful choice.

With that in mind, I think a good approach to incidents is to make them both potentially helpful and harmful. That might not be possible or even desirable with all incidents, but it seems like a good guideline. Incidents that are entirely positive or negative are still good (particularly if players have multiple ways to react to them), but events that can be both have intrinsic elements of choice.

There have been a number of ideas like this in the thread already, and some ideas that could be adapted to it. Let's look at some of them:

Quote from: Tynan on September 17, 2013, 06:49:36 PMMeteor strikes.

Presumably very destructive, if Meteor Strikes left behind metal or other resources they would have the negative/positive duality. Ideally one of the resources would be time sensitive (radioactive material with a short half-life?) so that colonists would either need to brave the meteor storm or forgo repairs to collect it.

Quote from: XenoAcid on September 18, 2013, 02:47:22 AM

  • Crashed Alien Vessel - Think 'Aliens' Movie. Unleashes one strong/fast creature. Or more. Upside is it could also have advanced tech your colony could utilize (faster crop growth/energy efficiency)

Having both a dangerous creature and valuable resources spawn together has a similar risk vs. reward mechanic.

Quote from: Mansen on October 03, 2013, 08:02:14 PM- Emergency Medical Shuttle -
- Indigenous Critters -

Both of these were good concepts that could potentially be either a benefit or disaster. If we do go with the "fluffy creatures that turn vicious" idea, we should try to make sure players don't feel cheated if they lose pets/colonists.

Quote from: Ferigad on October 05, 2013, 04:05:11 AMCold Sleep: When you check out the ruins of a old colony, you find a hibernationpod. Inside you see a single human. After examine it, you accidantly awake the person inside. (Friendly and hurray, a new colonist. Foe? Well, bad luck then. His reanimation triggerd a beacon and his friends are comming...)

Events to this play to people's curiosity and gambling instincts. FTL has an event similar to this, but that one wasn't good because the reward was getting an untrained crew member and the risk was losing a trained one, so it's rarely worth taking the bait. As long as the risk/reward was balanced well events like this could be good for a story.

Similarly, rather than a stasis pod just having a sealed container that could contain valuables or could be booby-trapped or any number of things would be good for adding another element of intrigue to game stories.

Sorry if that was long-winded, but I wanted to demonstrate that risk/reward mechanics can be integrated into a number of different kinds of events. Again, although not every event needs them I think an event having the potential to be positive or negative will keep stories fresh and players interested.
Title: Event Suggestions
Post by: Louist on October 10, 2013, 01:00:52 AM
There has been some talk about multi-stage events, and I like that idea. Having an event with a chance of causing a follow up event (or a short chain of events) is a great way to add some narrative cause and effect without forcing a storyline on the player. I also like the idea of having events that could be beneficial or harmful, depending on the AI's mood. This way the same event could have a wide range of effects, and the player won't initially know what will happen. With these thoughts in mind, I'd like to suggest a few events.

Salvage: an unknown item is found (mined out? Crash lands? There from the start?) and can be taken back to the research station where it becomes a new research project. Researching it could do a number of things: it could partially or fully unlock a random project; it could introduce a new and otherwise unavailable research project; it could be a unique item (a special weapon, for example) to be cherished; it could be utterly incomprehensible, and waste your researcher's time; it could be dangerously unstable, and cause a power drain, an explosion, a blight/disease or other malady; it could be or contain a hostile life form. What it ends up being and doing could be decided by the storyteller, either when it appears or when it is researched.

Traitor(s): perhaps one or more of your colonists are actually raider spies, and sabotage defences in preparation of a pirate attack, or a converted prisoner/slave uses an attack, storm or other distraction as an opportunity to escape/enact vengeance.

Debris Fall: we already know the space surrounding Rimworld is dangerous. Perhaps wreckage from a space battle has crashed down nearby. It could contain any number of valuable items or resources, it could be salvageable (as per the event I suggested) or it could structure too large to move, but worth claiming, maybe a med-bay, a powerful turret, or a special generator. But you may not be the only one who saw it come down. Whether it draws fellow colonists, opportunist raiders, those responsible for wreckage, or no one at all remains to be seen...

Feel free to critique these, or let them inspire some other ideas.
Title: Re: Got an idea for a Storyteller incident?
Post by: mumblemumble on October 10, 2013, 03:38:47 AM
If someone abandons the camp, later there is a chance they could return with friends, saying he (and his friends) want back in because life was too hard outside the base. This could also come with bonuses from their return, like weapons / items they brought with, connections with low level traders, or even able to call in "favors" from a raider band the person was with for a while.
Title: Re: Got an idea for a Storyteller incident?
Post by: Gazz on October 10, 2013, 06:31:24 AM
Quote from: TynanAnd some will, in dwarfish fashion, become psychotic and throw a violent tantrum.
How about... something other than the overused psycho killer rampage?

A single colonist goes insane. Batshit crazy. Very rarely he quietly and efficiently murders a single victim. Then he goes back to living a quiet and content life. For a while.

He could be using means like a drug that leads to spontaneous combustion after a delay, a malfunctioning airlock or prepping a walkway over dangerous machinery to... become a fallway.
Title: Re: Got an idea for a Storyteller incident?
Post by: Hypolite on October 10, 2013, 07:01:29 AM
I like the silent serial killer. You would find dead colonists once in a while without warning, and he/she would always be in the vicinity... But you'll never know until you actually see him/her in action.
Title: Re: Got an idea for a Storyteller incident?
Post by: Gazz on October 10, 2013, 07:49:32 AM
Hordes of murderous psycho zombie pirate raiders don't really scare anyone. Just enemies to be dealt with the way we were trained to by a hundred other games.

The unknown. Uncertainty. That gets people worried. =)


But there are other useful avenues of attack.

To use a quote...
"The most delicate and vulnerable part of any delver cannot be armored, it cannot be strengthened by magic or regrown after drinking a potion. I speak, of course, of the character's ego. All too often is is forgotten and unmarred by Dungeon Masters who scarcely deserve such an honored title. It is to the pursuit of ego shredding that this new volume of traps is dedicated."
Grimtooth (Grimtooth's Traps Fore)


Dangle a powerful artifact (or technology...) in front of the player's nose or better yet - let him acquire it with moderate effort - and you can pretty much take it for granted that he is going to use it in his colony.
That is when the fun starts.
Ah, the fun things you can... help... the player do to himself...
Title: Re: Got an idea for a Storyteller incident?
Post by: Enjou on October 11, 2013, 02:06:54 PM
Well, Void Gods are something that has said might be added, so here's a few...

You have angered a Void God...
- All your crops die suddenly
- Muffalo on the map have gone berserk
- Zombies are rising from your graves
- One of your colonists bursts into flames

You have pleased a Void God...
- All crops grow faster for a certain period
- A group of raiders attacking you are all struck by lightning
- One of the colonists you buried in a grave comes back to life
- All damage to your colony is instantly repaired

A Void God is bored and is using its all-powerful jerkass powers for selfish amusement...
- Muffalo on the map turn pink
- An insane "prophet" has been sent to your planet to scream and rant at your colonists about random insane stuff
- Your colonists suddenly change sex. All of them.
- Your crops start talking
Title: Re: Got an idea for a Storyteller incident?
Post by: mumblemumble on October 11, 2013, 05:38:32 PM
A contaminated food dispenser, requiring tearing down and building a new one. Wont find out until someone gets sick. Perhaps a small chance of food born viruses having helpful effects? If left UN-touched though, the molding food could grow sentient after enough time.
Title: Re: Got an idea for a Storyteller incident?
Post by: Mundicus on October 11, 2013, 07:22:01 PM
After seeing few youtubers and their mass graveyards and masses of not buried corpses:

1) During the eclipse an unusual sighting attracts the attention of the colonists. A lengthy flaring comet passing the colony by leaving traces of brightly sparkling dust in its tail.

The radioactive dust settles on the colony causing something:
-Dead and not buried corpses come back to life once exposed to the radiation from the unknown celestial body.
+A sighting of the comet warns player that they have approximately X days/hours to bury the corpses before the dust settles down and causes radiation.

-Some animals (squirrels, boomrats, muffalos) to catch radiation and mutate into radioactive squirrel/boomrat/muffalo that is either more aggressive or dangerous or spreads disease or detonates walls, etc
+Player is warned of the strange behaviour of the animal and can hunt it down before it gets offspring/lay eggs/infects other animals

2) Another idea is for the comet to crash/fall onto the "mass graves" and cause dead to rise back in 2-3-4 days due to mutations caused by radiation, etc.

^ These ideas play to the "zombie" theme.

3) Colonist or colonists designated as "researcher(s)" bond over a project and develop a side project of their own - to control other colonists, to kill certain colonist off, to transmute XX food into XY amount of metal, etc. (For example they transmute the entire colony's food supply into... erm.. 20-30 squirrels or into 5 metal ingots, etc). To resolve the situation the player has to "capture" the mad scientists and "interrogate" the possible cure out of them; (and) or research a cure, or counter the effects (hunt down the squirrels and make food out of them, etc).

4) Colonist(s) start "stealing" from the general storage room some metal to.. construct their own escape pod/rocket from the planet. If not "arrested" or captured - the colonist(s) leaves the colony. Player keeps losing mineral/metal while the secret construction is underway; situation can be affected by improving conditions on the colony.

5)Ancient tomb/grave is discovered on the planet with some evil thing/alien buried inside. The player is notified that some evil is soon to be awakened; the player can try to detonate/cause collapse of the mine; block the corridor/doors ... or kill the mummy/ancient astronaut, etc.
Title: Re: Got an idea for a Storyteller incident?
Post by: UsF on October 12, 2013, 10:20:11 AM
I would like to repeat my idea for a modular story teller, that the player can set at the start and have the storyteller just be the person that decides on how to play it out:

I think if you are able to create multiple storytellers, wouldn't they be things like "Spaceship arc" "Pirate arc" "Trading arc" "Wildlife arc" "Xeno Arc" and things like that and you would want to be able to have your storyteller to mix them together? I am currently unsure where the random context comes from. I think a mixing of story arcs that is randomized and could be customized by the player at the start would be a good thing (think setting Pirates to high would not mean more pirates but more pirate story arc events). Those story arcs shouldn't all be fixed (pirates always being negative), but be branching paths and somewhat randomized paths to give lots of re-playability. Imagine the pirate-arc having a randomized path of the pirates suddenly deciding to communicate with you, asking you to turn the area into a pirate base, which would suddenly mean that you, if you accept, would need to take care of several uncontrollable NPCs, but they would protect you (as long as you provide for them). In the end, there could be branching paths like them demanding you build a spaceship for them too, where you could do so, not do so (possible fight?) or try to secretly escape when they are busy fighting something.

I hope that made somewhat sense. People could decide to have a calm game by setting arcs to low/none, so story events wouldn't fire as much or even never to just try and survive.

So for endgame that would mean
"Spaceship arc" - build a spaceship to escape
"Trading arc" - maybe possible to get a trading spaceship to land, if you are really trade heavy, could trigger things from the pirate arc of course
"Pirate arc" - try to steal a pirate spaceship as a possible endgame, should it happen
"Wildlife arc" - I guess this would cause a lot of savage animals roaming your area in the search for food
"Environment arc" - dangerous environmental changes could happen (flooding, climate change, wildfire spreading to your area)
"Xeno arc" - hostile non-humans threaten your existance (could be sentient plants or people, natives from the homeworld)
"Science arc" - trying to build a teleporter to get you off planet could lead to the teleporter turning back on you, opening a portal to a "fun" place, which you must survive until you can reprogram the damn thing to work again (and try a second time)
"Society arc" - could lead to people demanding democracy, dicatorship or simly cause trouble from people starting to hate each other as things get better and better and they don't have to work with each other as often
"Economy arc" - Things like farming could cause endgame plants to mutate from your crops by science, so you can get better output or it could cause catastrophe

It would create a better overal feeling and narrative for the players by providing the idea of a living world behind you, where the storyteller gets to decide how to put it together. Players could be able to use custom storytellers where they would be able to set the frequency of certain story arcs or select a random option and have a totally different experience. Like for example one storyteller being on random deciding that you get a lot of pirate story arc events making you feel like in an appropriate heavily infested star sector, while others might give you the idea of being right on the main route of an automated merchant stream or on a very hostile planet that throws natural disasters at you like no tomorrow.

Additional arcs could be modded in by players or added in updates or future expansons and would increase the scope. Another idea would be to add a planet arc that decides on what planet a player will spawn and how it progresses in general as it goes along. Those would give more replayability by offering different environments right away, hostility like cold, no natural food or the likes or friendly like more minerals etc.

All the ideas currently suggested would be fitted within the story arcs to make the story teller a modular experience instead of randomly deciding and it would then be able for the player to increase or decrease the difficulty or set out for a specific challenge (hostile world, pirate overwhelmed and no traders?).
Title: Re: Got an idea for a Storyteller incident?
Post by: Christian on October 13, 2013, 02:15:51 AM
Not sure if it's been suggested but maybe Pitch-Black style creatures that emerge during extended darkness

Also, smugglers ask for shelter. You have the choice to aid them, reject them, etc. Maybe they're being targeted by highly trained assassins or being tracked by cops. What do you do?

Similarly, political refugees need help. Could led to negotiations with some sort of galactic government faction.
Title: Re: Got an idea for a Storyteller incident?
Post by: Namnai on October 13, 2013, 05:41:08 PM
I thought of already existing gameplay devices and how they could have their own albeit minor or major influence on the story.

You are going to see a recurring theme here  ;)

Malfunctioning comms: You aren't able to contact passing ships for a limited period
Malfunctioning turrets: A turret starts to fire at colonists/structures
Malfunctioning research table: Research is lost or there is an explosion causing fire indoors
Malfunctioning hydroponics table: could create a mutant strain of inedible crop that would get wild and ravage the landscape, muffalos starve and colonists have to find alternate protein source.(Suggestion: Allow colonists to hunt or domesticate Muffalos as a source of protein)

Malfunctioning solar panels: Efficiency goes down for a limited time due to equipment failure. Another variation could be decreased sunlight on cloudy days/rainy days
Malfunctioning generator: creates an EMP blast that knocks out some surrounding electronics
Malfunctioning replicators: For a limited duration construction and repair capability is drastically reduced. You are only able to manufacture/repair basic things like walls and sand bags. Can't repair comms, research tables, power generator, food dispensers or turrets.

Squirrels gnawing on power conduits: Ecological disaster makes the squirrels seek out more sources of food. Makes the player keep an area clear of squirrels. Players could place a certain amount of food next to a mine and wait till a lot of squirrels come to eat it. Then detonate the mine before the food counter runs down. Could be further expanded to allow for a research option. Rodent repellant. You place these devices to keep boomrats and squirrels away or it makes power conduits un-gnawable (is that even a word? lol)
Title: Re: Got an idea for a Storyteller incident?
Post by: miah999 on October 14, 2013, 07:07:22 PM
This thread is getting very long so I'm sorry if this has been mentioned before and I've just missed it.

This would be a late game event, triggered only after you have 10 or more armed colonists.

A group of "Raiders" lands but instead of attacking with their full group, they build a small base first, a couple turrets, a room, a bed or two and some source of food. Then after they've established their base, they send out small attack parties (approx 50% of their group). When they flee, they flee back to their base to be healed and gear up for the next attack. Then they start another build phase. Followed by another attack. If they loose more then 50% of their original force they call in reinforcements.

This will make for a situation where the player will have to go on the offensive. If the player doesn't take out the enemy base they could end up with a huge enemy facility just out side their door.
Title: Re: Got an idea for a Storyteller incident?
Post by: tothjm on October 14, 2013, 11:02:18 PM
Not sure if this would be a storyteller event or not, but i think it would be interesting to include other tribes \ settlers \ colonies that you are basically able to raid, steal supplies, befriend, annihilate etc.  Let them setup minor defenses, or stronger ones.

Just my 2 cents but it could be fun :)
Title: Re: Got an idea for a Storyteller incident?
Post by: mumblemumble on October 15, 2013, 02:14:52 AM
A colonist getting addicted to drugs on his time off, making him more prone to breaks, less health, as well as draining money from buying them on the side. Could arrest them to stop them, or hope they kick the habit. Untreated drug abuse could have irreversible effects if they abuse it too much / too long.
Title: Re: Got an idea for a Storyteller incident?
Post by: Gazz on October 15, 2013, 04:08:05 PM
An UFO lands quite a bit away from your colony and aliens embark to pursue whatever alien purposes they might have.

A bit later a Skyranger drops near the UFO and soldiers go kick alien butt... and then they take everything that isn't nailed down back to their Skyranger and take off.


An event doesn't need to have a direct positive or negative impact. Sometimes things just happen.
Unless you involve yourself in said things. Like by pissing off X-COM. =P
Title: Re: Got an idea for a Storyteller incident?
Post by: Hawkido on October 16, 2013, 12:08:19 PM
Okay an idea for a (semi)random event.  expeditions (both voluntary and involuntary):
can be randomly triggered but best if triggered for a reason (high unhappiness, low resources, etc...)
The colonists want to scout outside the map for more resources, or out of boredom, or they saw a meteorite fall, or ship crash just off the map.  You must select colonists to go, they will be gone a period of time, and require resources or may have to forage on their way, possible outcomes (mostly random but also based on the goal of the scenario): never heard from again, captured by pirates (possible rescue as follow-up scenario) if not rescued they return as raider-converts, or are found in a gibbet cage on the edge of your map, or you find survivors, metals, food, supplies, rare trinkets to be placed in houses for happiness boosts, rare/unique/exotic weapons, some may return injured (lightly or maybe critically) or be carried back dead.  The people in your camp may want to go on some expeditions, and doing so improves morale, where as not doing so lowers morale, and vice versa sometimes they do not want to go check out the green glowing meteorite that fell just over the hill, and sending someone will be a morale hit.  things like this can be really bad or really good... and some of the events if left un-investigated will have worse results.  the whole outcome would be given in an after action report, with possible follow-up expedition options.

What the player will see is the notice that a reason for an expedition has came up, will you send someone (or more than one on some missions)?  who? are they ready (make sure they have the equipment, plus a prepared meal for each day it is expected to take, or force them to forage (less chance to survive), or 2 raw food for each day of the mission (something in food cost, you get the point) then launch expedition... the player sees them head for the edge of the map.  once the reasonable time has lapsed, either the members return, or some word is heard (gibbet cage, possibly booby trapped), retaliation from pirates or raiders, perhaps a trader will have word of them, or maybe a cycle or two later they will return, as they got delayed or injured.  Some of these missions the player can decline, others the camp survivors will not give a choice.

Should be fairly easy to script, as most of it will be "Dice rolls" with a case selection of possible outcomes depending on the scenario, would like the skills of the members sent to have an effect on relevant "dice-Rolls", also certain attributes of members sent might cause them to chicken out and return early.  Also weapons can count toward dice-rolls if needed in the expedition.
Title: Re: Got an idea for a Storyteller incident?
Post by: mumblemumble on October 16, 2013, 12:22:39 PM
Raiders coming out and ordering you to hand over a specific party member to them, because there's a grudge on them. Using the FTL like choice making, and could choose between handing him over, trying to sell him, or keeping him and defending off the raiders. Perhaps a reward for killing off the persons hunters, like a trading discount.
Title: Re: Got an idea for a Storyteller incident?
Post by: Hawkido on October 16, 2013, 05:23:00 PM
Dealing with expeditions idea... explaining this a tad more how it could be implemented.

Quote from: Tynan on October 16, 2013, 01:04:57 PM
Hawkido, that idea is so far from cheap I can't even begin to describe it. Cheap is "a gun that lights targets on fire".
*Original entry removed*
Yeah sorry... I accidentally posted that in the Cheap ideas board... I moved it to story teller events.
But I think the idea could create an pseudo-extension to the imaginary border of your crash/colony site.
And would require any more art effects or sound effects.  just a scripted event with a basic case selection scenario.

Colony runs low on food, the longer the colony remains at a low food status the greater the chance that some of your settlers will make a request to explore outside the map and look for food. Once your party is selected they depart.  The game then selects a challenge from a list of weighted possible challenges, determine what the over come score should be, and what skills and equipment should be used to modify the expedition "Roll".  The Expedition makes their roll and adds the modifier.  then the outcome is determined, and how much time it would take for this to happen.  after that amount of time has passed the player gets a report, or possibly none at all as the member is MIA, and may never turn up. If the member turns up any spoils are then dropped where the member re-enter the map at and must be collected by the townsfolk.  these can be made more complex later on... but the basic framework would add a lot to the sense that you are on a whole world... not just a patch of ground.

Detailed example:
Colony Starving: Food quest as goal of expedition.
For starters we will implement that only one colonist can go on the expedition, so select and equip that colonist, then launch expedition.
the computer selects from a list of possible challenges:
Finds a field of raspberries... roll values: <100 Fierce Bears maul your expedition -80% max health if you have a gun -40% max health, but you kill the bear for food +120 food if your expedition survived the initial attack, takes 48 hours if he/she survives.
<300 Most of the berries are unripe +30 food. Takes 36 hours for the trip.
<500 The berries are deliciously ripe, everyone will be happy +100 food +20 morale for 2 days. Takes 24 hours for the trip.
<700 there are a few berries but also a mineral deposit +20 food +50 metal takes 48 hours.
<800 the berries are gone but there is a rotten bear corpse and a dead body with a gun (you get the gun (random roll for gun)) takes 18 hours.

The stats of the character in this scenario that may modify the roll could be "guns" skill, health, any trait that makes the character afraid of or better with animals, being better or worse at combat traits, the quality of weapon...

The expedition member then rolls and adds or subtracts his modifier then gets the result tier.

No not cheap... not asking for this in the Alpha and probably not early in the beta, but at some point there will be a limit to the type of events that can come up in an instant fashion on-screen.  and you the player have to tend the camp, so you can't be everywhere.
Title: Re: Got an idea for a Storyteller incident?
Post by: prometheus110 on October 17, 2013, 10:35:08 PM
This idea will probably be too hard to add in due to the number of things that'll need to be changed and/or added but damn it I want to play a smaller version of Sid Meier's Alpha Centauri! Also keep in mind that times and distances are chosen at random for use as examples and should be disregarded post haste.

Polyp*: One of your colonists discovers a strange red polyp growing near the colony. It appears to use grow on and breakdown rocks for nutrients and may be able to damage our walls. (Once the events starts a single tile somewhere near the edge of the map gets turned into Polyp. The Polyp expands one tile in every direction every 1-2 days. Things like walls, tables, chairs etc etc that are next to a Polyp tile are dealt a small amount of damage over time but will prevent Polyp from spreading onto that tile. Polyp can be cleared by a colonist with the growing skill or a flame weapon.)

Spawn Thrower: If a Polyp tile is left alone for a set period of time (a few days, maybe 5?) it may transform into a Spawn Thrower (provided no other Spawn Thrower is within a set distance away). After being left along for a period of time, the Spawn Thrower will then launch a Spawn pod thingy (highly technical name, natch) in a random direction and up to a certain distance away. On landing the Spawn pod will transform every tile within 3 tiles of the landing site into polyp.

*or Xeno Fungus, depends on what'll get you sued I guess.
Title: Re: Got an idea for a Storyteller incident?
Post by: Noxmutagen on October 20, 2013, 04:17:53 PM
im lookin through the kickstarter page an this dude had a good one:



"

(I've decided that instead of modding perhaps more events with functions that go along with them (as in responses to environment and objects, etc) are perhaps more important. For instance, I'd love more of your dynamic biome changes, Right now you have weather but what if events could change the very map the player lives in real time? This would be even more amazing than it already is. One of the biggest examples of some really harsh event would be say )

"Raiders somewhere on the planet have launched a nuclear Armageddon. Seek shelter immediately!": this event could go hand in hand with events such as "Mutant Monster Raids." later or "Radiation Dust Storms" and changes to the biome such as nuclear winter, poisoned air for x number of years/days (i prefer years), base technology research for air filters(super complex, I know since you dont simulate air yet or maybe you wont, whatever), effect the types of npcs coming to the planet or wondering around (now everyone has gask masks and thick clothing or some are suffering from radiation sickness and maybe minor mutations, rare events like (if you include child birth, which I hope) children being born with psychic powers or maybe some people develop it due to high doses of radiation or something, anything really, even permanent forcing technologies to be researched like the gardens you can grow indoors and such.

It would also be great to research new tech like power armors, or even primitive versions like filter masks and goggles etc. Im not sure, a lot of ways to go about this but you get the idea. I think this game is pretty amazing.
"

not my idea but man im loving it. i could imagine fallout type scenarios an thats awesome.
Title: Re: Got an idea for a Storyteller incident?
Post by: Noxmutagen on October 22, 2013, 07:11:54 PM
Idea: "Encroaching corruption."
(inspired by the corruption biome in Terraria: http://images1.wikia.nocookie.net/__cb20111209090850/terraria/images/5/58/Terraria_Corruption_Biome_with_Chasms.jpg )

Note: This ties in with the possible addition of Dynamic Biome shifts like weather effecting tiles real time.

Description: A corrupt influence starts to infect the landscape and can only be destroyed with fire or a cure. Or maybe even firearms. It should cause trees to become blackened and sickly. And anyone caught in the area can get sick and need to be nursed back to health with this corruption plague. Creatures will show signs of mutation and will attack settlers. If left alone long enough it can threaten to consume the player.


Possible Features:

-If the player is researched enough technology and found shelter inside of a mountain like bunker perhaps they can co-exist with it. This could play a role on longevity of the event and interesting features like personalities changing over time. And if you (I hope you add) have children being born in the bunker they could develop traits like "Mole Person", "Outside Dreamer", "Asthma", etc.

-I'd like to see changes in appearances as well. Items equipped could show how this effected your biome after awhile. Masks, clothing, etc.

-It should effect events like Raiders, raiders should be forced to fight the corruption while attempting to raid your settlement.
Title: Re: Got an idea for a Storyteller incident?
Post by: gamequiche on October 23, 2013, 01:37:09 AM
What I would find interesting is the arrival or birth of a "hero".  This hero could be bad or good, but s/he has an extraordinary gift and influence. An Einstein, Alexander the Great, Jesus, Charlie Chaplin, Michael Jordan or even a Hitler. 
Title: Re: Got an idea for a Storyteller incident?
Post by: Kaminczak on October 25, 2013, 11:49:21 PM
An idea-- "The Ruse"

Players are notified that an NPC has been detected. Closer examination shows the NPC near death, with a sliver of life and fading. On sending a colonist racing to save/rescue this "unconscious" stranger, an explosive is detonated (not too powerful) that kills the 'trap' outright, and wounding the would-be rescuer. This might initiate a mini-raid with one to four raiders seeking to capture the good Samaritan.

Title: Re: Got an idea for a Storyteller incident?
Post by: Matty on October 27, 2013, 05:45:45 PM
"Escape!"
During a power outage or disaster, one or more of your prisoners are escaping. Better catch them quick!

"High priority"
A man on the run from the law has landed on the planet. He has called for his crew of bandits to pick him up.
You receive a message from local authorities *BOUNTY, Bill Carson. {amount}*
Do you capture him?
If you do capture him, his crew will either offer a reward for him or they will simply steal him back. Or you could simply kill him, sending a message to those raider scum.
Or do you deal with the raiders and wait until the authorities can pick him up and collect your reward.
[P.S. Bill Carson: Refrence "The Good, The Bad and The Ugly"]

"The End Game"
[When i read through the lore, I immediately thought of this as an end]
Your scientists have been running tests! And one of them seems to think they have found an experiment which will allow faster than light speeds! This is an incredible discovery, but with the current resources it will take a long time to achieve!
If you manage this feat of science, you can phone home and be rescued. This could even be the beginning of the transcendental stage! Anything is possible!
[Not a 100% serious idea, but an idea nonetheless]
Title: Re: Got an idea for a Storyteller incident?
Post by: Voltronguy on October 30, 2013, 03:27:27 AM
The Gorrillas


giant intelligent monsterz attack your settlement an kidnap your women

after a long time on the planet halfbreed gorillas with weapons attack u.
Title: Re: Got an idea for a Storyteller incident?
Post by: Brynath on October 30, 2013, 11:21:36 PM
Odd Radiation/Nanotech storm:
  All the Animals now have the ability to talk... or maybe just start saying random things.

AI Malfunction:
  The Base Computer, or Automatic Doors, Or Auto Turret, isn't acting quite right. Maybe it fell in love with one of the colonists, or secretly hates one of the colonists. Making that colonists life easier/harder, Think the Auto doors don't Open, or maybe it greets the colonist with longing? in the case of auto turrets maybe they focus on anyone who attacks said colonist even when they can't actually hit them, or maybe just fires a warning shot at the colonist randomly.

Just some Ideas.
Title: Re: Got an idea for a Storyteller incident?
Post by: jpheep on October 31, 2013, 11:42:08 AM
A trade goes awry. When the goods land, it turns out to be pirates/bomb/etc.

if alcohol can be involved - Party night, the colony celebrates something or another.  no big deal, but it can be tied into other events, such as an attack during/after while everyone is still drunk

Crashed but mostly intact ship.  send some colonists to explore it, potential for tactical room to room fighting with monsters or hostile inhabitants.  could also have an unstable rector that requires a large amount of repair so it doesn't take out a large section of map. could have nothing.  regardless, the ships hull can be deconstructed over time for salvage or it slowly turns to rubble.
Title: Re: Got an idea for a Storyteller incident?
Post by: TerroristMommy on November 01, 2013, 07:36:03 PM
Bomb IA raiders uses bombs to get from behind and also bazooka (2 man job) to destroy walls, turrets and sandbags. Lightning strikes and fires beening devastating and frag nades to.
Stealth IA raiders mines around in the base and are not seen or anything until shoting or direct seen by colonist. MSG about them beening around would be good!
Title: Re: Got an idea for a Storyteller incident?
Post by: TerroristMommy on November 01, 2013, 07:49:43 PM
Riding muffalos in to battle!!! Also raiders doing that. Raiders not grouping up and some staying behind a few blocks to avoid blasting chargers OPness. Super conductor (30-50 less chance to blow up). High power turret shoting rockets (only buy from trader and cost a lot like maybe 1000-2000 per rocket). Raiders using EMP kinda stuff and blames it at solar flare (could be at stealth raiders(what I sent last time). More cover for them on natural walls (small holes to take cover in). Hole that you can use to cover up with plants to make raider fall in and have a 95% chance to die. Door and be manual opens and closed (let raiders in and out for example). That I have to come up with might come more and everything is my ideas of course I will say if its not my otherwise.
Title: Re: Got an idea for a Storyteller incident?
Post by: yabbadabbado on November 02, 2013, 05:01:37 AM
The Flash

Goes hand in hand with biomes


The sun has superheated the gas giant causing a reflective ray on the magnitude of over 9000 to flash the planets atmosphere away. Seek shelter immediately!

Description: The planet loses its O-zone, everyone needs to live underground forever, or until they can build their own terraforming machine (which should be either purchased for a ton of money, or even, researched somehow later game based on purchased technology unlocking the option)

Title: Re: Got an idea for a Storyteller incident?
Post by: Xenocide7 on November 02, 2013, 07:18:38 AM
Cheap Idea

1) -  Loyal Friend : Dog arrives with crew , Will kill all small non friendly vermine on site ( if 2 or more dogs are on premesis , will kill large animals aswell )

2) -  Overpopulated Colony Ship - Offers to give you 2-3 colonists  ( and or a dog ) in exchange for  100  natural resources of your choice  , per colonist

( was unsure where to post , so it is also posted in cheep ideas)
Title: Re: Got an idea for a Storyteller incident?
Post by: Xenocide7 on November 02, 2013, 08:08:49 PM
An Unfortunate End :

A Native Deadly bacteria Found its way into your food paste dispenser.
All of your food kept there is now ruined ( 80% of total food )

And the Unfortunate Colonist who discovered this was Eating Breakfast at the time , and After warning the colony
Died of Internal Haemorrhaging.

In addition , It was discovered this bacterial cannot be cleaned , you must Build a New Food Processing Unit
Title: Re: Got an idea for a Storyteller incident?
Post by: Produno on November 03, 2013, 07:29:49 PM
A quick idea i had. I origonally posted this in the cheap suggestion thread then i noticed this thread.

Once you build a Comms Link (or whatever its called). You randomly get a distress signal along the lines off

''*interference* The Colony... ...Under attack... ..big crazy squirrels.... ... *more interference* ..im locked in the .... room... *loud banging in the background* ..im the only ... left .... *banging gets louder* .. please help... .... *loud bang and lots of noises* oh no... *savage noises* ARRGGHH...''

Then you get a timer pop up. This is how long until these mutant squirrels reach your colony. :)
Title: Re: Got an idea for a Storyteller incident?
Post by: Lonners on November 05, 2013, 06:45:45 AM
- Statues of fallen comrades = unique research addition. Named, particular. If comrade was well liked enough by researcher, so the chance of finding doing this research may be low.

Celebrity creatures - one creature stands out above the herd. Or is cheeky. Or has special markings. The colonists name the creature and will talk about him - perhaps placing drawings or carvings of him.
+ additional - adds a special to the research tree = named mini-statue/toys.

- Ghostly hauntings. A colony member is convinced that they are seeing the ghost of a deceased fallen comrade...or local celebrity creature. They talk about him and could become paranoid. If you click on the character and watch them at some points you may see a ghostly apparition. It's really all in their mind though.
[depends on mental health, could come and go]

Title: Re: Got an idea for a Storyteller incident?
Post by: Lonners on November 05, 2013, 06:47:50 AM
Animal love <3 - two different species start hanging out with each other, perhaps even leaving their herds/groups and finding their own space to be alone together.
+ additional - suicide pact
Title: Re: Got an idea for a Storyteller incident?
Post by: Lonners on November 05, 2013, 06:55:57 AM
Headmaster - one colonist becomes obsessed with collecting (detaching) and mounting enemy heads around the outskirts of the colony.

Stalker - one colonist becomes a little bit obsessed with a new arrival and follows them around / the new arrival does similar to an existing colonist. Note: starting colonists will not exhibit this behaviour, and neither will captured prisoners who arrived in the same group [towards each other].

Vampire - a colonist prefers to work at night. They do not receive a penalty for being in the darkness.

Alpha Bro - one of the colonists is louder, and high fives the others whenever he can.
Title: Re: Got an idea for a Storyteller incident?
Post by: Lonners on November 05, 2013, 07:00:00 AM
Opera Singer - One colonist decides to sing, mostly when they're working or eating, or anytime. This may cause friction.

Exhibitionist - less clothes...

Freaky eater - a colonist becomes obsessed with one food. They won't eat anything else, to the point of starvation. They will only eat other food if they're so ill in bed they are being force fed it.
Title: Re: Got an idea for a Storyteller incident?
Post by: Lonners on November 05, 2013, 07:11:21 AM
For the Greater good, a game of risk and consequences - a race of traders arrive. They have powerful weapons or tech. You may swap each piece of tech for one colonist each. You are not told what will happen to these colonists.

+longer arc 1 - you hear on the space news about experiments placed on all types of aliens by these traders
+longer arc 1.1 - they may return the mutated colonist to you, crippled and broken. Will affect morale.
+longer arc 1.2 - the mutated colonist has beat down his captors and flown back for revenge. He may have other mutated monsters with him.
+longer arc 1.3 - the mutated colonist returns and is thankful for his additional powers. He will be a powerful addition to the colony. As long as you keep him happy.
Title: Re: Got an idea for a Storyteller incident?
Post by: Lonners on November 05, 2013, 08:04:36 AM
Prisoner Rescue - If you've kept someone for too long and haven't turned them or killed them, their buddies could turn up looking for them. The prisoner will bang on his cell walls and shout when he thinks he's going to be rescued.

Inside man - a new recruit to the fold is actually a conspirator. They want access to your base - they'll shut down systems and call in their raider friends. Hint: Look for similar surnames/names from enemies you've previously killed [revenge].

Plague - alien locusts descend. Get inside!

Blimp - a mysterious blimp hovers over the colony. Shoot it down? Leave it? What is it?
Title: Re: Got an idea for a Storyteller incident?
Post by: Lonners on November 05, 2013, 11:54:16 AM
The Androcles Incidents:
1. A dangerous beats is trapped, hurt, or injured. Dare to help him? What will he do...
2. A herd of wooly beasts are full of fleas and ticks that are making them shake and run around unhappily. Buy some shampoo from traders to help them out - apply while it's raining!
Title: Re: Got an idea for a Storyteller incident?
Post by: Reaver41 on November 05, 2013, 04:41:04 PM
Quote from: Reaver41 on November 05, 2013, 02:34:18 PM

PLEASE READ TYNAN ITS ACTUALLY A REALLY COOL IDEA...
USMC Troops they drop down in droppods at your place they work like raiders, except they will take over your base and you can control your workers and such normally and protect you however they will confiscate all weapons and such but they force yo uto work for them, then they will basicily control what your workers build as such taking over your place, (you can still control your workers and such and get them to move around and possibly steal weapons or such while guards arent looking the riot. and then they will make your workers build for example a building where the soldiers can sleep and live and such (workers cant enter due to a lock or such) and then your workers are opressed and such.

Opposite Colony, basicily its neutral units that will land at the other side of your base and start a base themselfs and take resources, they are able to be raided by you and raiders, there is a slight chance they are hostile and attacks you but they wont near your place unless they'll attack, you can also trade with them and such, but you wont be able to set homesite near them before they are killed off or captured, there is also a slight chance where you can get them to join you.
Title: Re: Got an idea for a Storyteller incident?
Post by: ShadowDragon8685 on November 06, 2013, 12:46:31 AM
Walkabout:

One of your colonists decides to go scouting in the surrounding environs. If you don't stop 'em (IE, arrest 'em,) they'll take a fortnight's worth of paste and the biggest gun they can get their hands on (assuming they're not already so equipped,) and bugger off the map. Then in two week's time (give or take a few days to a week,) they return! Triumphantly, or otherwise: they might come back with someone else to join the colony, or a prisoner (who can be "persuaded" to join the colony or sold to your friendly local human traffickers,) a rare and powerful weapon, a stack of metal or food, a big lockbox full of cash, a technology that you can use... Or just a smegload of raiders or angry muffalo chasing them.
Title: Re: Got an idea for a Storyteller incident?
Post by: Darthaidan on November 06, 2013, 11:50:50 AM
I have an Idea... Leppers or diseased people that are wandering the planet you are on, kind of like how people are wandering around.
Title: Re: Got an idea for a Storyteller incident?
Post by: NephilimNexus on November 06, 2013, 10:07:55 PM
Contracts:

Prison Sentence - You receive a prisoner (or ten) and have to care for them.  In exchange you receive cash.  Caveat is that they cannot be converted into colonists (but might be usable as brute labor, Hauling, Growing, and Plant Cutting only).  Contract ends at either predetermined time, they escape, or you get sick of them eating all your food.  Payout is per day.

Bounty - In the next raider attack there will be one particularly high-level raider with a bounty on their head.  You will receive a cash bonus when they are eliminated.  You will receive a significantly larger bonus if you can take them alive.  Click on box for body or captive to turn them over to authorities.  Note: This can be easily expanded beyond contracts into a permanent state where you can turn over all captive raiders for cash, albeit lower amounts than those actively being sought after.

Tourist - One or more wealthy tourists wish to visit your colony and experience rustic life for a bit.  They will stay for a set number of days and you will be paid for each day.  Tourists must be housed and fed and (important part!) kept from all physical harm.  They will not work, only consume, wander and sleep (though you can still get Social Interactions with them, so that's a plus).  If their needs are not fully met you will get less money.  If their needs are neglected too much they'll leave early and you get nothing.

Events:

Plague of Locusts - And this is why you need to research Hydroponics right away!

Tornado/Windstorm/Wrath of Zeus - Quick, get inside!  Not strong enough to damage buildings, but will hurt colonists caught outside.  The good news is that a lot of that annoying debris laying around out there will have magically vanished when it is over.

Alien Abduction - One random colonist who's outside vanishes in a beam of light, only to return days later with no memory... and all of their skills/personality/traits have changed!

Drunk Party Goers - Will attempt Social Interaction with all of your colonists.  However, whether your colonists enjoys this or not varies (A vat-grown assassin will not be amused, but a former courtesan may enjoy their company - and you will find some extra mysterious appearing in your account for no apparent reason).  They also make a big mess (much Cleaning will be needed afterward).  Of course, you could always just shoot them all in the face if that's your style.

Adopt a Pet - It's cute & fuzzy!  It follows your colonist around and eats food, but also raises their morale for as long as their pet is alive (or until you tell them to get rid of it).  For extra cliche have them start to breed uncontrollably...

Random Malfunction - Something is wrong with the Nutrient Dispenser.  75% chance colonists will hate the food (morale drop) for a few days (or until Repaired).  25% chance it actually makes the food better for several days (morale boost).

Jerry Springer Moment - Two random colonists get into an argument and start pummeling one another until one is Disabled ... unless one of them makes a Social Skill check.

Dagon Was Here - A colonist is mysterious abducted (see above) and never returns.  However, a large amount Metals and Food are left behind where they once stood.

Agent 47 - A single, high-level raider appears and targets one colonist in particular, attempting to kill just that one target.  Will ignore all other colonists unless attacked by them first.  Will depart when finished.

Revenge! - One or more captives that you sold into slavery escape, find weapons, and have returned to get even with you.  More or less the same as any other raider attack, except that you know these people.  Also much less likely to retreat or flee.  Very determined.

Title: Re: Got an idea for a Storyteller incident?
Post by: Oranda on November 07, 2013, 05:59:27 AM
Relationship

Two colonists fall in love and one of them disassembles the bed the last slept on and moves it to their partners bedroom if there is space. Could perhaps branch into silly stuff like "demand a bigger room, or a kingsize bed".
(would be funny to see them sneaking around the base at night before the move beds)
Title: Re: Got an idea for an incident?
Post by: Robitski on November 07, 2013, 01:23:02 PM
Quote from: ZebioLizard2 on October 03, 2013, 10:09:16 PM
Quote from: Zorbane on October 03, 2013, 08:08:27 PM
Quote from: Mansen on October 03, 2013, 08:02:14 PM
...
Could add a morale bonus to the colonists if you let them live among you as pets - The kicker being that they will change/turn into something more fearsome (at chance or guaranteed) when a specific lunar/solar event showers the surface (Kind of like space werewolves...except fluffy and cute most of the month)
...

Isn't that from Startopia too?  ;)

You're thinking of the Garbage Beasts, they are cute little things to start with then they start eating trash and OMG THERE'S A GIANT BLACK SHELLED BEAST EATING EVERYONE.

God I love StarTopia. Shame it crashes so much on newer platforms : (

(Sorry for going off-topic)
Title: Re: Got an idea for a Storyteller incident?
Post by: NephilimNexus on November 07, 2013, 07:27:03 PM
Actually, Startopia is where I got the idea for Prison and Tourist contracts - both exists as missions in that game.   ;D
Title: Re: Got an idea for a Storyteller incident?
Post by: Robitski on November 08, 2013, 06:23:13 AM
Quote from: NephilimNexus on November 07, 2013, 07:27:03 PM
Actually, Startopia is where I got the idea for Prison and Tourist contracts - both exists as missions in that game.   ;D

But RimWorld is about isolation and being far away from civilization... the colonists want to get off this world as soon as they can. If they could get contact for a tourists contract, they'd have enough communications to get help :|
Title: Re: Got an idea for a Storyteller incident?
Post by: Theotenai on November 08, 2013, 11:36:28 AM
Not sure, they already can contact every trade ship passing nearby so... ^^
Title: Re: Got an idea for a Storyteller incident?
Post by: AwMeGawd on November 08, 2013, 05:44:56 PM
I have read a lot of this thread and wonder why a large percentage of ideas are 'bad' for the player. Maybe we could come up with ideas that help the player out?

Rescue a colonist - A colonist and a group of raiders spawn on the map for a while. They don't attack existing colonists. The players choice is to use resources to kill off the raiders and free the prisoner.

Missionaries/ Aid agency  - When colony resources are poor maybe a group of well wishes just drops off supplies.

Brain Expander - Colonist discovers tech that, once used, gives an existing colonist access to an ability they didn't have before.

Space S.W.A.T - During a raiders attack S.W.A.T arrives and helps out.

Alien Experiment - An alien arrives and gives a high tech item to colonists as a 'gift'... but it is an experiment and the alien then causes a calamity the colonists must survive using the device. Surviving colonists keep the high tech.
Title: Re: Got an idea for a Storyteller incident?
Post by: JuanEnrique on November 08, 2013, 09:41:19 PM
Diseases that spread if not taken care of. from a cold that fatigues colonists faster, to deadly spreading viruses that can wipe out the entire colony / planet.

on the animal part, id love if there´d be tamable animals. say you killed a muffalo and fed some of the meat it to a wolf or dog type animal.... he´d become your friend.... maybe. like the prisoners, you could treat him well or bad, training him to either "cease and capture" or "rip to shreds"

ive said it before , and im going to say it again... i love this game already
Title: Re: Got an idea for a Storyteller incident?
Post by: Robitski on November 09, 2013, 12:27:40 PM
Weather: Hail - Damages buildings, and can even destroy them if not seen to. Needs to be cleaned away afterwards.

Hit and Run: The raiders are taking a swoop over your colony and will drop grenades. Be prepared! (Will damage but not destroy buildings underground).

Bumper Yield: All crops reach maturity and drop 2x more food than normal.

Planet Fall: Some guns fall in some debris from your crashed ship.
Title: Re: Got an idea for a Storyteller incident?
Post by: Joedoe1025 on November 09, 2013, 02:09:30 PM
Quote from: AwMeGawd on November 08, 2013, 05:44:56 PM


Rescue a colonist - A colonist and a group of raiders spawn on the map for a while. They don't attack existing colonists. The players choice is to use resources to kill off the raiders and free the prisoner.

Missionaries/ Aid agency  - When colony resources are poor maybe a group of well wishes just drops off supplies.


Both these ideas are great but here's a bit of a spin on both

Slave traders: Planet bound raiders with several slaves (3 to 5) that can be freed with the death of the raiders, however slaves under the control of the raiders will also be forced to fight you so use caution if you want to free them all.

Research team: A team of researchers have arrived near your colony and are requesting protection for a set time limit. Raiders/aliens ensue and you can either protect them or let them die. Successful defense results in a tech boost and possibly a scientist (low to moderate chances)

Medical Ship Crash: A medical ship has crashed close to your colony leaving many wounded (some dead) refugees.  You must provide aid to as many as possible until assistance arrives (Three days to a week) rewards vary based on degrees of success (ranging from medical packs (High chance) to medical personal or thankful refugees (Low to Moderate based on success rate)
Title: Re: Got an idea for a Storyteller incident?
Post by: Renham on November 09, 2013, 03:49:54 PM
orbital pirate attack: pirates launch some strikes over your base, better hide under ground otherwise you may die.
this will be prior an attack.

pirate odst (orbital drop shock troopers): they will come down to chew buble gun and kick ass... but there is no buble gum.

slavist raid: they will come fast as a thunder and try to capture one or two of your colonist.

volcano: you will suffer from ashes fallout (low sun light) toxicity of the food and water, your food production will be reduced in a third, only hidroponics will produce as two thirds of their capacity.
reduced vision, you will only be able to see at a short distance
possible rain of fire, beware fire, keep grass short to avoid an spread.
geothermal energy sources will appear arround the area. 
earthquake, some caves may collapse.

all this in one event. its a very long one so... yeah it will be fun to survive under this conditions.

Title: Re: Got an idea for a Storyteller incident?
Post by: 123nick on November 10, 2013, 04:18:10 AM
Muffalo Herd Charge - a entire "group" of muffalo suddenly become enraged and starts to attack your colony.
Title: Re: Got an idea for a Storyteller incident?
Post by: glenn on November 10, 2013, 08:32:35 AM
It's just a slight variations on some that have been mentioned, but I like the idea of a single member of a raid being different than the others, so that you can't just indiscriminately kill everything with funnels, mine trails, etc.

Title: Re: Got an idea for a Storyteller incident?
Post by: glenn on November 10, 2013, 08:46:41 AM
Another interesting story element would be to have stories that force you to change what you are doing.

An idea would be an alien artifact falls from the sky.  The object is immovable, so you will need to move your base/defenses/crops/etc. to utilize it (or get away from it).  (Maybe you are down to one colonist and it luckily falls right into your existing colony)

The artifact could do any number of useful things:

Clearly, you want to be careful not to invalidate an existing colony, but getting people out of their comfort zone would be the goal.  Perhaps they aren't movable, but could be destroyed by players/raiders trying to restore the balance.
Title: Re: Got an idea for a Storyteller incident?
Post by: Seppukun on November 11, 2013, 08:05:21 PM
Earthquake: Geyser production is interrupted for x amount of time and a ton of walls need to be repaired. Structures on sand take damage. Boulder rubble appears spontaneously in caves and near cave exits.
Title: Re: Got an idea for a Storyteller incident?
Post by: jjgoldman on November 11, 2013, 08:14:57 PM
Running from the Law/Raiders

a lone figure comes to your base asking for help.  Do you admit him knowing that a large force is coming to try and take him back?
Title: Re: Got an idea for a Storyteller incident?
Post by: mumblemumble on November 12, 2013, 07:31:49 AM
Abnormally close sun orbit : a nearby star gets a bit too close, and makes the planet unbearably hot. All colonists outside take damage from heat, and fires start at random outside from the sheer heat.

Food poisoning : Shoddy cooking (or a malfunction in the paste dispenser) makes the food bad, incapacitating someone, or otherwise making them less useful due to the illness. (perhaps 1/2 of all abilities)

Malfunctioning beacon : Happens in thunderstorms if a drop beacon is struck, super charging the signal, making raids, traders, and any other traffic become much more likely, since the signal can be picked up by anyone in the whole solar system.
Title: Re: Got an idea for a Storyteller incident?
Post by: shokwave on November 12, 2013, 08:26:51 AM
If some kind of earthquake is implemented, it should 'turn off' the existing geysers and create new ones, similar to the way an earthquake often 'turns off' hot springs or geysers in real life (shifts the ground, heat escapes elsewhere).

This is good from a "forcing change" on the player perspective, not just dealing damage that can be repaired. You'd have to sell your old geothermal plants, find the new ones, and connect them to your power grid.

Title: Re: Got an idea for a Storyteller incident?
Post by: NexusTrimean on November 12, 2013, 04:11:23 PM
From the underground bases topic.

Make Earthquakes an event similar to an eclipse, but able to trigger small Collapses (ranging in size from 2x2 to the same as a blast from a mining charge) in previously stable underground areas. Make it random throughout so that a small undergound base may get by unscathed, but a larger or more spread out bases will likely take more hits. This Idea empowers the player, Giving them the  choice to evacuate, or risk staying.

"The Moon has reached perihelion*, seismic activity will increase for the next 24 Hours"

*I Believe Perihelion is the correct term, it would occur when the moon is directly between the gas giant and the parent start, where Gravometric forces would be in greatest opposition as the two bodies try to tear the moon apart.
Title: Re: Got an idea for a Storyteller incident?
Post by: Clint on November 15, 2013, 09:12:52 PM
Exo-scientists:
A group of scientists from an advanced race beam down and examine you for a nature documentary they're making. (They just mill around for a while and then leave)
It splits the colonists into two camps, 1 feel like superstars in the limelight and the other feel like apes in cages.
Happiness is obviously the major effect here.

Tourism:
Similar to the one above, tourists come to visit your colony and it causes polar happiness effects in your colonists as well as a small increase in your $ reserves.
Tourists come complete with flowery shorts and cameras equipped in weapon slots.

Ghosts/spirits:
Ghosts or spirits begin flashing in and out randomly in your colony for X-days.
They flicker lights on and off, play with power reserves by making batteries empty and fill, and periodically make security turrets fire for no reason.
Decreases happiness and increases fear greatly if seen by colonists.

Perhaps higher chance of happening if there have been many deaths recently?

Trade Embargo:
Due to some interstellar war or deplomacy that your colonists know nothing about, no trade ships can enter your sector for the next X-number of days.

General Trade effects:
"Due to the 'Gluttonites' of the planet 'Obeseite IV' the universe is experiencing a food shortage, prices have consiquently risen."
or "Thanks to the Empire beginning a project they call "It's totally a moon... we promise..." there is now a shortage of metal, prices have risen."
You get the idea...

Disease:
I know this has been suggested a lot... but seriously... Disease. Do it. You know you want to...
Several types/stages of disease would be nice:
a) Increases tiredness of colonists.
b) Generally makes colonists work and move slower.
c) Begins to injure colonists and they require medical help
d) Incapacitates colonists
e) Death (perhaps a very rare zombifying disease that reanimates after X-days?)

Drums in the deep:
"Your colonists delved too greedily and too deep..."
Either it awakes some kind of singular boss style alien creature (Balrog...) which will begin to wreck your colony, or it unleashes a hoard of smaller alien critters.7
Higher chance of happening if you have a large underground area, and even higher chance if you have recently been mining.

Refugees:
We already get singular refugees walking about, but this event would see a ship contact you requesting asylum on your colony for X-days.
During this time you would be under a much higher % chance for raids.
Declining would reduce colony happiness as we "left them to die" but accepting would mean providing them beds and food despite them not actively helping the colony...
Decisions... Decisions...

Solar Activity:
I believe somebody already mentioned this but it would be nice to segment the solar activity into several types:
1) Increased solar activity for more power generated
2) Decreased solar activity (eclipse) for no power
3) Solar Flare, disables electronics for a short time
4) Coronal mass ejection, Disables electronics and deals damage to people who are outside for short time.

Religious/Political strife:
Not sure if this is really a good direction to go in, but having political or religious zealots attempt to convert your colony.
Accepting the conversion would have short term happiness effects as nobody likes change as well as some noticable long term effects in the types of raids and prices from traders.
Declining would lead to a one time large raid, with perhaps an increased % of small raids from this faction in the future.

Weather:
Heavy rainfall causes slight depression and lower external crop yields, also lower solar power output.
Drought causes major reduction in external crop yields and slight depression.
Dust storms cause moderate depression and damage any components or people who are outside.
Hurricane/tornado cause major crop damage, major colony damage and large happiness drop.

Technically not weather but in a similar catagory:
Geothermal activity increase, increased power from geothermal plants with a small % chance of them taking damage/exploding.
moonquake, causes minor structure damage and caveins.

I think that's about all I can think of for now...
Title: Re: Got an idea for a Storyteller incident?
Post by: Littlemule on November 18, 2013, 06:34:27 AM
A thought for a storyteller incident

● small localised meteor shower or debris falling from your ship breaking up

Something that I thought would tie into the story well maybe.....

The meteors could do damage to solar panels, buildings, Muffalo herds or Raiders (haha) or colonists (maybe not as popular though) etc maybe even yield a small bit of metal too

There could be a short warning -Detected a small meteor shower begining- (like solar flares) so that you could get your colonists in safely

I could just see Randy Random bringing a meteor shower as a raid starts damaging solar panels and shutting down a turret haha

dam you Randy Random RrRrrrrrr....
Title: Re: Got an idea for a Storyteller incident?
Post by: todofwar on November 18, 2013, 09:50:28 AM
I know it's been said, but I will repeat it. Option to build defensive walls that don't conduct electricity but can't catch fire (maybe they do only if fire is at peak intensity on both sides of said wall) and have much higher hp than normal walls. Make them expensive, make them take a long time to build, make them a researchable building, whatever balancing is necessary
Title: Re: Got an idea for a Storyteller incident?
Post by: Yellowdart1 on November 19, 2013, 05:36:59 AM
Colonist got lost:
If a colonist goes beyond a certain (long) distance from the home zone and a certain (long) distance from other colonists, there could be a chance, (Like 1 in 10, augmented by intelligence/research skill?) of getting lost. He or she would just start to wander around that area aimlessly until another colonist is directed to retrieve him or her. They then walk together to within a certain distance of the home zone where they both go about their duties. This would be a good compounding event, if you are just starting out especially, because it divides your people. If you have3 or 4 people and 1 or 2 guns, a crazed muffalo or lone raider could cause some serious problems. Or if a raider party lands, you have to worry about them being seen by the raiders while trying to get back to base.
Title: Re: Got an idea for a Storyteller incident?
Post by: Jacob/Lee on November 20, 2013, 02:17:26 PM
"I told you this wouldn't work!": 1-2 wounded space marines/assassins/vatgrown soldiers enter from one side of the map and run for the other, trailed by a group of raiders after they failed to kill the local raider king. Killing or chasing off the raiders will give you a relation bonus with whoever sent the assassins, and the guys you save might join the colony.

Slim Pickings: A deep space miner/colony settler stops by your colony and asks permission to mine some of your minerals. He sets up camp somewhere and mines for a couple days, paying ten cash for every unit of scrap he mines. (A normal 30-stack of scrap from one tile will give a 300 cash payout, for example).

A Sign From the Heavens: A ship in orbit ejected a magazine before it exploded. The magazine crashes on the map, dropping scrap metal, slag, and missiles. The impact detonated a couple, causing explosions and setting fires.

Humanitarians: A group of psychos/wild animals have developed a peculiar taste. They run in, grab some bodies from the ground/graves, and run out with their new-found lunch, fighting if challenged by your colonists. Causes a happiness drop/fear increase, more severe if colonist's bodies were stolen.

Tinkerer: A bright spark begs you for food and medical supplies after he was robbed by raiders. He says he can improve one of your guns, making it more accurate, giving it a longer range, or increasing the damage.

Specialist Raids:
Title: Re: Got an idea for a Storyteller incident?
Post by: Stokee99 on November 21, 2013, 12:12:37 PM
Too add some more versatility and interaction to the previous disease ideas, maybe while the disease was present you would have the options to research a cure for it at your research table. It could also be possible to create a vaccine to limit chances of the disease reappearing. Obviously, this would be quite a hard task to research that should take a good scientist (over 12 maybe?)
Title: Re: Got an idea for a Storyteller incident?
Post by: Nephas on November 21, 2013, 03:49:53 PM
Bounty Hunters:
One of your colony's members ran away from some kind of prosecution or is convicted on his homeworld.

Incident:
The player is asked whether he wants to sacrifice the colonist in question (preferably a fighter or noble).
-If yes, he gets lead away (or the player has to execute him himself ?) and perhaps he gets his share from the bounty.
-If no, bandit raid as normal (the Bounty Hunters will serve justice themselves).


I think it will be easy to implement (all the mechanics are already there i think), and it could lead to some really tough decisions, especially for smaller colonies. (,,I need his working force/ gun power, but am i ready for the aussault ?'')
Title: Re: Got an idea for a Storyteller incident?
Post by: Mazhon on November 23, 2013, 02:52:36 AM
After your colony has been wiped out,
Squatters move in!

I've been keeping my dead colony going just to see what's going to happen, and people keep passing through the area and raiders will still torch the ruins sometimes, but other than the occasional Muffalo rampage or Squirrel Attack, nothing really happens. Perhaps a group of squatters have found the remains of your colony and you can start up again with these new characters?
Title: Re: Got an idea for a Storyteller incident?
Post by: DeltaV on December 04, 2013, 06:33:30 PM
Plague - A random amount ranging from one to, say, 50-75% of your colonists become bedridden (Incapacitated, essentially) by an unknown disease for a few days. Maybe chances could increase the more pests there are in your home zone.
Title: Re: Got an idea for a Storyteller incident?
Post by: Cyclops on December 05, 2013, 04:36:06 AM
Exterminators- A group of Daleks mercenaries come up to you with an offer. They are tight on cash so they are willing to kill every single Boomrat and Squirrel near your base. 15-20 cash per kill.

Secret Identity- The guy you rescued from a crashed pod was actually the notorious pirate Yem-Pah. The officials that shot his ship down are looking for him. Do you give him up for a reward or face waves of Imperial guards? Of course he could help you with black market ops and weaken the pirates and raiders that have been a thorn in your side for weeks.
Title: Re: Got an idea for a Storyteller incident?
Post by: aagaard on December 06, 2013, 05:47:37 PM
hey i have an idea how about animal farms get someone to herd fx. boomrats make them multiply and have better food or some of the bufalo things and train them to carry more materials than the colonist themself.

sorry for my bad english. :P
Title: Re: Got an idea for a Storyteller incident?
Post by: palandus on December 09, 2013, 12:40:54 PM
I have a lot of storyteller instances that I'd be happy to share:

-> Earthquake = All structures take damage, may cause structures to explode if they are already damaged.
-> Rapid Reproduction = For some odd reason animal herds have been quite "active" lately and have greatly increased in number.
-> Growth Spurt = For some odd reason all the plants (even ones in Growing Areas) have gotten a growth spurt and have grown a fair bit as well as multiplied into other squares.
-> Bullies = A group of unarmed raiders tries to beat up your populace with their fists.
-> Pirate Attack = Pirates attack a trading ship within comms range and destroys it; it may crash land (say 33% chance) and deposit resources (to signify if it was attacked in orbit of THIS planet)
-> Welcome Back = A trade ship that left for a while has returned. They have more stocks and are willing to give you a better offer for wares that you bought or sold them.
-> Saviour = A group of 2-3 escaped slaves are being chased by a group of 4-6 slave raiders. The raiders will leave your settlement alone unless you attack them. If you kill off or capture the raiders, the escaped slaves will willingly join your colony.
-> Fertilizer Cargo Ship = A cargo ship crashes nearby releasing its load of fertilizer. All plants in the crash zone grow at twice normal speed for 20 days. Better get harvesting!
-> Prison Ship = A prison ship crashes nearby. The prisoners are hostile! Well, the ones that are conscious anyways.
-> Barbarians = A group of raging madmen with stone axes and spears charges a group of muffalo. They will leave you alone if you don't attack them.
-> Trade Caravan = A group of people will travel through the area. If you send a person with "Social" to them, you can purchase or sell supplies to them. Alternatively, you can send a raiding party and capture them and take all of their resources by force.
-> Non-indignious Lifeform = A shuttle crashes nearby that introduces a new creature to the environment: Rabbits. They multiply quickly and provide a small amount of food if killed. Beware: they love eating your crops in your growing area!
-> Asteroid impact = Provides a lot of metal wherever it impacts. Can hit your settlement dealing massive damage though, possibly incapicating colonists or destroying walls/ceilings.
-> Solar Flare = For a brief amount of time, all Solar Arrays produce triple energy! Better have some batteries to take advantage of this.
-> Rival Warbands = Two groups of raiders appear. They hate eachother and will try to kill eachother off before heading for your settlement. A wise colony will decide to attack them while they are trying to kill eachother and pick off the survivors.
-> Trade Route = More than one trade ship appears in a single event. Up to a maximum of 3, of any kind of trade ship.
-> Down on their Luck = You have the option to purchase a trading ship that is down on its luck. This allows you to send it off with supplies from the colony and get the best deals possible with it. Loading/unloading supplies onto the ship is free. When it returns it sells off all of its supplies and returns with credits.
-> Crashed Core Miner = A ship crashes nearby that deposits metal, some colonists (all Miners), and some rare mining equipment that increases mining speed by 50% over normal mining picks.

EDIT: More Ideas:
-> Raining Squirrels = For some odd reason its raining squirrels. Fortunately for the squirrels they survive the impact. Unfortunately for you they are all psycho and beeline to your base.
-> Terrorist Bombers = A group of fanatical raiders run at your base and detonate themselves on your fortifications and turrets. If you kill them before they reach your base, they do not detonate, and instead drop some kind of explosive weapon.
-> Crashed Pirate Ship = A pirate ship crashes nearby. It deposits metal and food supplies, as well as a couple incapicated pirates and some conscious pirates that intend to kill you and take over your colony.
-> Weapons Shipment = A ship carrying a shipment of weapons is shotdown. Perhaps some of the weapons survived intact.
-> Medical Shipment = A ship carrying a shipment of medical supplies is shotdown. Perhaps some of the medicine survived intact.
-> Malfunctioning Missile = A missile streaks from the sky and detonates violently on impact. Theres a 50/50 chance that it will target your base over something else (like a mountain). Causes explosion damage and creates fires.
Title: Re: Got an idea for a Storyteller incident?
Post by: Karmos on December 15, 2013, 09:03:12 PM
Forgive me if I repeat previous suggestions. I tried to keep these simple.
Title: Re: Got an idea for a Storyteller incident?
Post by: palandus on December 18, 2013, 02:28:34 PM
@Karmos; Squirrels do eat food lying on the ground actually. Though, stashing it would be pretty cool.
Title: Re: Got an idea for a Storyteller incident?
Post by: ZyChrome on December 24, 2013, 01:51:16 PM
here's one: one of the trading ships crashes, kills all plants in a small area and drops 10-25% of its cargo, also has 1-2 survivors.
here's another: a volcano erupts FAR OFF away on the map, and after a while it creates obsidian, an extremely valuable resource that costs allot even to industrial traders!
Title: Re: Got an idea for a Storyteller incident?
Post by: Gwythen on December 30, 2013, 11:12:59 AM
While mining you uncover ruins of a previous civilization or settlement.  Like discovering a new area but with walls and rooms possibly a weapon or two.

Title: Re: Got an idea for a Storyteller incident?
Post by: Untrustedlife on January 02, 2014, 09:25:36 PM
I just would like to say

Idea I
QuoteThe Thing. A colonist becomes a ravaging beast.
This is a brilliant idea.. add it please.
I belive i know where you are going with this however i feel i can improve it massively.
First off, the colonist is a thing when it arrives (it is just in colonist form) and everybody thinks they are normal (obviously this is unannounced to the player).
Like in the movie where the inspiration for this idea obviously came from. The thing should be able to extract DNA from people and transform into that person after hiding their body.
You should be able to detect it by ordering the colonist to take a "blood test" once you have the things you need for it ( a syringe, rope,chairs,a hot item (a hot metal item etc.) maybe he has to be jailed as-well?
It should try to hide itself until it decides to transform into it's beast form. Of course the player should have noticed it by now (where are all my colonists disappearing to)

And people will start suspecting each other of being it, mass hysteria could happen if left unchecked for too long etc.

--------------------------------------------------------------
Idea II
A strange disease that...turns people into clowns.
Yep good old fashioned..INSANE..clowns, who are very mischievous. They can give colonists good thoughts. But they cause havoc in your base while doing so.
The disease takes quite awhile to progress, colonists will start thinking strange thoughts..like how to juggle.

then they will start telling other colonists jokes (whether good or horrible)
then they will start dressing weird and somehow paint their face a different color and get a red nose (maybe they will build one with available materials) and clown shoes if possible.

Then they start running around causing havoc and making people happy. (or unhappy depending on said havoc)
It can be cured, however it is best to lock them up.

----------------------------------------------------------
Idea III
Abduction, some alien species will come down and abduct a colonist for research.
The colonist will be brought back eventually, but they will have changed somehow (personality, lots of good or horrible thoughts etc.)
May have gone insane.
--------------------------------------------------------------
Idea IV

This has been suggested several times, but assassins should exist. And I can improve the idea.

Maybe a colonist arrives and is secretly an assassin who is trying to kill a specific member.
This colonist will try to scout out there target, and will try to blend in with the other colonists. Until they have an opportunity to strike in multiple ways(good old fashioned gun, or poisoning the target, collapsing a cave the target is in etc.) this may take a very long time. The assassin is very determined.
After they succeed they WILL try to escape.

Title: Re: Got an idea for a Storyteller incident?
Post by: TechnicPyro on January 06, 2014, 12:45:46 AM
How about a very rare, random chance that one of your colonists is a wanted criminal!

The way this could be played out is that the IGPD (Inter-Galactic Police Department) opens communications with your colony stating how one of your colonists is a wanted felon and offers you a price to detain that colonist for them.  This could occur in two ways:

1-The wanted colonist(s) can run away trying to flee capture
2-The colonist ends up fighting against your other colonists
3-The colonist has a mental break and tries to destroy everything that they can

If the colonist escapes, you have nothing to truly worry about.  If you capture the colonist, you can hand them in for a nice reward.

If you refuse to hand over the wanted colonist(s), the IGPD attacks you similarly to that of a raider's attack in order to detain the colonist.

If you manage to somehow capture one of the IGPD officers you would be able to ask for a ransom of your choosing.  If the price you ask for is too high, or on the chance that a rescue mission is put into motion, the IGPD will secretly (not appearing in the notifications) land on the map and attack immediately giving you no time to prepare.
Title: Re: Got an idea for a Storyteller incident?
Post by: parkourwalrus on January 07, 2014, 06:46:09 PM
Timerift.

People from this planet in a different age arrive through the rift.

Groups that can arrive are:
cavemen with clubs and stuff.
dieselpunk people with awesome dieselpunk railguns and rifles and stuff.
sword-armed knights
near future people with r-4's and near future guns like that.
far future people, refugees from when the galaxy was still shattered before the transcendance of man, with massively destructive, cyberpunkish wmds and stuff.
transcendent people from the early stages of the transcendance where technology was still wielded and not melded to the body, armed with mind probes and gear that bends reality to their whim.
people from the far transcendance, with technology a natural part of their bodies, unkillable, simply travelling, possibly attacking your colony if they feel like it.
Title: Re: Got an idea for a Storyteller incident?
Post by: Psycophantic on January 08, 2014, 01:23:18 AM
The only thing I can really think of is if your area becomes a battle field for two random factions who show up, kill each other and leave or leave an occupation force behind.
Title: Re: Got an idea for a Storyteller incident?
Post by: Darker on January 08, 2014, 03:07:13 PM
Random game over:

"Nuclear launch detected..."
Title: Re: Got an idea for a Storyteller incident?
Post by: NiftyDaDarkKnight on January 12, 2014, 07:27:28 AM
How about new colonists appear on your map (similar to a random trader) but instead could be refugees or wanted by pirates, so for instance if you captured them / converted them, pirates could come and offer resources if you give them up, or as an alternative, a faction pays you to keep them away from raiders.

Maybe they could hold postilions in a hierarchy, like king or chief from a faction or tribe?
Title: Re: Got an idea for a Storyteller incident?
Post by: Untrustedlife on January 12, 2014, 02:06:47 PM
Quote from: parkourwalrus on January 07, 2014, 06:46:09 PM
Timerift.

People from this planet in a different age arrive through the rift.

Groups that can arrive are:
cavemen with clubs and stuff.
dieselpunk people with awesome dieselpunk railguns and rifles and stuff.
sword-armed knights
near future people with r-4's and near future guns like that.
far future people, refugees from when the galaxy was still shattered before the transcendance of man, with massively destructive, cyberpunkish wmds and stuff.
transcendent people from the early stages of the transcendance where technology was still wielded and not melded to the body, armed with mind probes and gear that bends reality to their whim.
people from the far transcendance, with technology a natural part of their bodies, unkillable, simply travelling, possibly attacking your colony if they feel like it.


No need for a time rift, this is part of the rim world universe, on all these different planets they encompass all possible tech levels (from cavemen to energy beings)

https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub
Title: Re: Got an idea for a Storyteller incident?
Post by: parkourwalrus on January 12, 2014, 03:53:01 PM
Quote from: Untrustedlife on January 12, 2014, 02:06:47 PM
Quote from: parkourwalrus on January 07, 2014, 06:46:09 PM
Timerift.

People from this planet in a different age arrive through the rift.

Groups that can arrive are:
cavemen with clubs and stuff.
dieselpunk people with awesome dieselpunk railguns and rifles and stuff.
sword-armed knights
near future people with r-4's and near future guns like that.
far future people, refugees from when the galaxy was still shattered before the transcendance of man, with massively destructive, cyberpunkish wmds and stuff.
transcendent people from the early stages of the transcendance where technology was still wielded and not melded to the body, armed with mind probes and gear that bends reality to their whim.
people from the far transcendance, with technology a natural part of their bodies, unkillable, simply travelling, possibly attacking your colony if they feel like it.


No need for a time rift, this is part of the rim world universe, on all these different planets they encompass all possible tech levels (from cavemen to energy beings)

https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub

I know, but the idea would be that hey come from this planet, and thus re more angry and likely to lash out that just travelers.
Title: Re: Got an idea for a Storyteller incident?
Post by: TechnicPyro on January 12, 2014, 05:20:30 PM
Quote from: NiftyDaDarkKnight on January 12, 2014, 07:27:28 AM
How about new colonists appear on your map (similar to a random trader) but instead could be refugees or wanted by pirates, so for instance if you captured them / converted them, pirates could come and offer resources if you give them up, or as an alternative, a faction pays you to keep them away from raiders.

Maybe they could hold postilions in a hierarchy, like king or chief from a faction or tribe?

Um...  Excuse me?  I'm sorry to bother you but this seems extremely similar to my storyteller suggestion of wanted criminals being chased by the Inter-Galactic Police Department...
Title: Re: Got an idea for a Storyteller incident?
Post by: Untrustedlife on January 12, 2014, 06:53:46 PM
Quote from: TechnicPyro on January 12, 2014, 05:20:30 PM
Quote from: NiftyDaDarkKnight on January 12, 2014, 07:27:28 AM
How about new colonists appear on your map (similar to a random trader) but instead could be refugees or wanted by pirates, so for instance if you captured them / converted them, pirates could come and offer resources if you give them up, or as an alternative, a faction pays you to keep them away from raiders.

Maybe they could hold postilions in a hierarchy, like king or chief from a faction or tribe?

Um...  Excuse me?  I'm sorry to bother you but this seems extremely similar to my storyteller suggestion of wanted criminals being chased by the Inter-Galactic Police Department...

But it isnt the "inter galactic police department" now is it. Just because you come up with a similair idea doesnt mean he stole it from you. And it doesnt matter either, because you won't get credit in game. Also FTL travel is impossible in the rimworld universe so an intergalatic police department wouldnt exist anyway.
Title: Re: Got an idea for a Storyteller incident?
Post by: TechnicPyro on January 12, 2014, 07:40:35 PM
I never said he stole the idea of it, I just said how it was really similar, the police were a joke, sort of a reasoning behind that failed to seem funny.
Title: Re: Got an idea for a Storyteller incident?
Post by: crafty_geek on January 12, 2014, 10:36:19 PM
3 ideas, interdependent on one another:

1) A class of incidents that are 'trigger incidents'.  E.g., they toggle on or off the ability for other types of incidents to occur.  A solar flare would be a trigger event if it made lightning strikes impossible for the duration, for example.

2) Communications Lost: destruction of certain objects causes changes in trading and raiding events.  This is already kinda implemented with the trade ships, but could be built on.
My idea - have another radio-based object.  The trading object (currently Comms Console) requires this new object (Antenna?) to function.  But, this also has the job of broadcasting out a signal that basically says "We're Here!" [using a self-contained solar cell and battery - no need for a power grid].  If the antenna is damaged sufficiently in a raid, neither traders, raiders, nor traveller landings will occur.

3) Assuming you have this Antenna object, have it spawn by default at the start of a new game.  However - have a new Storyteller that spawns with a damaged Antenna, so those who want to build a base first, and then let the raids and trading start, can just leave their Antenna nonfunctional until they're sufficiently ready [or, alternatively, they need trading... maybe make worlds with this Storyteller extra sparse...)
Title: Re: Got an idea for a Storyteller incident?
Post by: Pakislav on January 13, 2014, 01:06:38 PM
In combination to Tynans 'Police Drop'.

Police arrive, one of your Colonists is an escaped convict (Criminal past). Either let the Police Arrest him or fight back.

That, in combination with second event; Members of criminal organization can arrive and demand the same, possibly fighting with policemen that happened to come at the same time.

When group reputation will be implemented, this could lead to an interesting story, influencing the player into choosing one of two factions, Law Enforcers or Criminals who are constantly at war.
Title: Re: Got an idea for a Storyteller incident?
Post by: Untrustedlife on January 13, 2014, 01:44:32 PM
Quote from: Pakislav on January 13, 2014, 01:06:38 PM
In combination to Tynans 'Police Drop'.

Police arrive, one of your Colonists is an escaped convict (Criminal past). Either let the Police Arrest him or fight back.

That, in combination with second event; Members of criminal organization can arrive and demand the same, possibly fighting with policemen that happened to come at the same time.

When group reputation will be implemented, this could lead to an interesting story, influencing the player into choosing one of two factions, Law Enforcers or Criminals who are constantly at war.
Apparently the police were a "joke"

so lets put the right lore here shall we.
If this happens they have to be limited to your solar system or planet because, as said earlier ftl travel doesnt exist in the rimworld universe.So they have to stick to pistols and things like that.
Title: Re: Got an idea for a Storyteller incident?
Post by: TechnicPyro on January 13, 2014, 07:12:59 PM
Quote from: Pakislav on January 13, 2014, 01:06:38 PM
In combination to Tynans 'Police Drop'.

Police arrive, one of your Colonists is an escaped convict (Criminal past). Either let the Police Arrest him or fight back.

That, in combination with second event; Members of criminal organization can arrive and demand the same, possibly fighting with policemen that happened to come at the same time.

When group reputation will be implemented, this could lead to an interesting story, influencing the player into choosing one of two factions, Law Enforcers or Criminals who are constantly at war.

Ok now THIS is extremely similar to my suggestion...
Title: Re: Got an idea for a Storyteller incident?
Post by: Galileus on January 16, 2014, 10:08:39 AM
Quote from: TechnicPyro on January 13, 2014, 07:12:59 PMOk now THIS is extremely similar to my suggestion...

One: the funny thing is, your suggestion is very similar to at least three other suggestion I've seen here from even before you logged in for the first time. And I'm quite sure I could very easily bump that number up to five if I wanted.

Two: the even funnier thing is, Tynan already talked about an event like that, partially in the first post of this topic, partially in other topic that was all about that idea.

So please, PLEASE stop policing people about "ideas copying/stealing/whatever", when your "own" idea doesn't have an ounce of originality in it, and was de facto already discussed. It's not like you invented cold fusion there, mate.
Title: Re: Got an idea for a Storyteller incident?
Post by: Pakislav on January 16, 2014, 10:57:30 AM
Quote from: TechnicPyro on January 13, 2014, 07:12:59 PM
Ok now THIS is extremely similar to my suggestion...

Indeed. ^^
Well, repetition isn't a bad thing. Maybe if Tynan sees more people are into that he'll be more likely to implement it.
Title: Re: Got an idea for a Storyteller incident?
Post by: SlimeCrusher on January 16, 2014, 03:06:05 PM
Maybe?:
"We're missing one!": A single raider appears with a pistol/lee enfield without any message, he'll try to free his friend wich is inprisioned by the colony, he'll ignite the walls and free his friend, they'll both run towards the edge of the map, if incapacitated he'll grab his friend, if killed you could re-capture the prisioner or even better, the raider will have a 50% of falling incapacitated, so you could get 2 prisioners by the price of 1!
Title: Re: Got an idea for a Storyteller incident?
Post by: TechnicPyro on January 16, 2014, 09:59:19 PM
Quote from: Galileus on January 16, 2014, 10:08:39 AM
Quote from: TechnicPyro on January 13, 2014, 07:12:59 PMOk now THIS is extremely similar to my suggestion...
So please, PLEASE stop policing people about "ideas copying/stealing/whatever", when your "own" idea doesn't have an ounce of originality in it, and was de facto already discussed. It's not like you invented cold fusion there, mate.

Sorry, didn't want to make it seem as if I was complaining.  I agree with Pakislav that repetition could possibly be a good thing (if in moderation) to getting the idea noticed but not spammed.  I never really saw any posts about the topic and I was in such a rush to post it, before forgetting the idea, that I didn't use the search bar :P  Anyway, didn't mean to seem like a jerk, just wanted to ruffle some of Untrustedlife's feathers after his post.
Title: Re: Got an idea for a Storyteller incident?
Post by: Untrustedlife on January 16, 2014, 10:11:27 PM
Quote from: TechnicPyro on January 16, 2014, 09:59:19 PM
Quote from: Galileus on January 16, 2014, 10:08:39 AM
Quote from: TechnicPyro on January 13, 2014, 07:12:59 PMOk now THIS is extremely similar to my suggestion...
So please, PLEASE stop policing people about "ideas copying/stealing/whatever", when your "own" idea doesn't have an ounce of originality in it, and was de facto already discussed. It's not like you invented cold fusion there, mate.

Sorry, didn't want to make it seem as if I was complaining.  I agree with Pakislav that repetition could possibly be a good thing (if in moderation) to getting the idea noticed but not spammed.  I never really saw any posts about the topic and I was in such a rush to post it, before forgetting the idea, that I didn't use the search bar :P  Anyway, didn't mean to seem like a jerk, just wanted to ruffle some of Untrustedlife's feathers after his post.


You were trolling me?
I can assure you the troll was unsuccessful.
And none of the posts that you replied to were mine.

You try to troll me for enjoyment, i troll you back. I'm watching you..... *evil eye*
Title: Re: Got an idea for a Storyteller incident?
Post by: TechnicPyro on January 16, 2014, 11:20:57 PM
Quote from: TechnicPyro on January 12, 2014, 07:40:35 PM
I never said he stole the idea of it, I just said how it was really similar, the police were a joke, sort of a reasoning behind that failed to seem funny.

This was supposed to be the reply to you.  I made the second come "Now THAT is extremely similar to my suggestion" as a little joke that failed utterly and I'll just go now...
Title: Re: Got an idea for a Storyteller incident?
Post by: KrSoloZ on January 18, 2014, 12:38:07 PM
Hmmmmm since everyone has somewhat natural disasters maybe ill attempt the psychological disasters:
-serial killer: one randomly selected colonist randomly murders people every week or so and you have to figure out who it is (hopefully the event won't start till you have about 15 colonists)
-insomnia:occurs to hard working people (it can allow people who have it to work longer but will slowly make them mentally breakdown can be cured by medicine(implement maybe))
-psychopath/sociopath: 1/1000 chance that the next colonist recruited is a sociopath/psychopath (won't be revealed Till a certain amount of time)
-native tribe(not really an event but it seems interesting to implement): native tribes can also recruit and trade and evolve(like a AI) can cause huge battles and raids against the player and there could be a diplomatic system involved to negotiate boundaries, ransoms, and alliances (75% chance it is a aggressive tribe, 25% it is a peaceful tribe(can toggle on and off so its the players choice(possible storyteller?)))
-power outage: your batteries lose all stored power and wires are cut preventing electricity usage or power sources malfunction and you can only  rely on stored electricity.
-diseases: Mosquitos, airborne, water contamination, rotten food
-stampede: muffalo(or any creature) go on a rampage for a couple days(in game days)
-heat flash: becomes to hot for workers to work and outdoor plants to grow(forest fire maybe?(or something related to that))
-colonists arrive: 3-5 people crash land on the planet and start a new colony(bigger map generation may be required)
-storyteller on the fritz: you get a warning pop up message alerting you that the storyteller is out of control causing rapid amounts of random events(with limitations of course) for a in game days time
Well that's all I have for now  ;D (sorry I'm a little limited about options i don't own the game my assumptions are based off of reviews and videos) i hope you continue to update and excel with RimWorld I hope to see future progress soon! Bye! Thank You for your time!
Title: Re: Got an idea for a Storyteller incident?
Post by: poncho on January 19, 2014, 06:22:06 AM
pheromone outbreak: happiness and loyalty boost (prisoners join instantly...)
Title: Re: Got an idea for a Storyteller incident?
Post by: Creepypastaanime on January 19, 2014, 09:16:07 PM
Rival gang: has a chance to activate if 2 or more raider crews are on your world at the same time. The raiders begin to attack each other, however they are still trying to claim your base.

Friendly travelers: Some travelers pass bye your base. you can invite them to stay a night for a price, you can also betray them and kill/capture them, but they will fight back if you do.

Is it the red wire, or the blue?: while building power conduits there is a small chance the builder will connect wires wrong blow them self up (or electrocute them self) resulting in a fire and an incapacitated colonist. The higher level the builder is, the lower chance they have of electrocuting them selfs.