Scenario GOALS and LOSS CONDITION

Started by b0rsuk, January 24, 2017, 04:25:20 PM

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b0rsuk

Some of us prefer tighter, more focused games with more pressure. This is not really what Rimworld is, but at this point Scenario System can be modified to accommodate that.

1. Win Condition (examples)
a) acquire pawns (30 pigs/15 colonists...)
Example: a scenario where Escape Pod, Chased Colonist and Wanderer Joins events are disabled and you must travel around with a caravan to open ancient danger rooms and get reach 15 colonists
b) acquire items (small golden sculpture/10000 silver/20 hearts/5 power armors/1000 chemfuel)
c) sell X items (i.e. sell 30 slaves, you're managing a pirate base, ideally with raids disabled so you're the only one to raid)
d) time passes (survive 3 years)

2. Loss condition
a) time passes (planetkiller missile hits in 3 years... the message should be configurable)
b) you lose a specific pawn (Your tribe worships a holy thrumbo, or a prominent politician has crashlanded on his holiday trip. You and other bodyguards have to protect him from assassination until help arrives.)
c) you lose a specific structure (sacred totem, communications console, geothermal generator)

NeverPire

In my opinion, it's interesting overall for tribal plays.
I will never do worse than what I do now.
It's what self-improvement means.