Opposite of Evil Ship event

Started by Lonely Rogue, July 05, 2015, 03:54:06 AM

Previous topic - Next topic

Lonely Rogue

So we have psychic soothe foe psychic drone, we have... wait, what do we have to balance the evil ship? My suggestion is a ship that crashes with two to three space marines either looking to join your colony or at least beat back any raid or mech attacks. Maybe this could be a way of balancing the colonies that use the evil ships and psychically deaf colonists as a game breaking strategy.
Rimworld: A game where you're kept as entertainment for thousand year old robots, and you just don't know it yet.
Any mod requests?

Spectre

Quote from: DDawgSierra on July 05, 2015, 03:54:06 AM
So we have psychic soothe foe psychic drone, we have... wait, what do we have to balance the evil ship? My suggestion is a ship that crashes with two to three space marines either looking to join your colony or at least beat back any raid or mech attacks. Maybe this could be a way of balancing the colonies that use the evil ships and psychically deaf colonists as a game breaking strategy.

To be fair though the psychically deaf + evil ship combo is only possible with Edb's Prepare Carefully and spawning in an evil ship even using the dev console, so it's not really a legitimate insta game breaking strategy.

If a player manage's to set up a base and just so happen to have psychically deaf colonists and get's an evil ship, then, well more power to them :)

Anyway, in regards to an evil ship event opposite, it could be as simple as the ship part completely came apart in entry and blew up on impact in the rim world. This just gives you free steel, free plasteel (from mechanoid corpses) and an a.i core. Obviously this would have to be an ultra rare event.
Holding hands whilst the walls come tumbling down.

SSS

Quote from: Spectre on July 05, 2015, 09:22:30 PM
Quote from: DDawgSierra on July 05, 2015, 03:54:06 AM
So we have psychic soothe foe psychic drone, we have... wait, what do we have to balance the evil ship? My suggestion is a ship that crashes with two to three space marines either looking to join your colony or at least beat back any raid or mech attacks. Maybe this could be a way of balancing the colonies that use the evil ships and psychically deaf colonists as a game breaking strategy.

To be fair though the psychically deaf + evil ship combo is only possible with Edb's Prepare Carefully and spawning in an evil ship even using the dev console, so it's not really a legitimate insta game breaking strategy.

If a player manage's to set up a base and just so happen to have psychically deaf colonists and get's an evil ship, then, well more power to them :)

Anyway, in regards to an evil ship event opposite, it could be as simple as the ship part completely came apart in entry and blew up on impact in the rim world. This just gives you free steel, free plasteel (from mechanoid corpses) and an a.i core. Obviously this would have to be an ultra rare event.

If you left out the A.I. Core, I think it could be a bit more common. It'd just be a bigger version of a droppod event.

MrWiggles

I dont think making the opposite of an event offers anything of merit. Its quantity in absence of quality.

It makes any one event less special, and less exciting. The events should strive to all be unique. Thats including the psi smoothing event. It should be changed, in its fluff text.

Tynan

I was actually looking at doing variations on the evil ship instead.

Like: poison ship. Same as evil ship, except instead of psychic droning you, it slowly kills the ecosystem in an ever-expanding circle.

It's a variation on the theme of "rising threat that won't respond until you attack it but must be dealt with".
Tynan Sylvester - @TynanSylvester - Tynan's Blog

MrWiggles

That would be stepping on the toes of the toxic cloud and volcanic one though.

What about having evil ships being a prize worth fighting over? It invites more raider activity but all the repercussion from the meks still come to your colony?

Tynan

Quote from: MrWiggles on July 06, 2015, 01:31:37 AM
That would be stepping on the toes of the toxic cloud and volcanic one though.

I don't think so. It's a different use/combination of existing mechanics which demands an entirely different player response. I think it's comfortably in the range of "different enough to be worth doing but similar enough that it engages existing systems".
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Shinzy

slightly offtopic but on the subject of rising threat
something similar to skullywags purple ivy would be very neat!

I had some creepy experience with the first release of that mod
I ignored the creep long enough until it was actually too late to get rid of it anymore
and things got little out of hand
it grew over half of my map and funneled all the animals in a tiny crack in a mountain (they followed their food sources that were being creeped)
and then they helped themselves on the space meals when a siege happened near them ;D

but it was genuinely creepy looking at the thing slowly spread and knowing you can't do anything about it anymore, just had to wait it out

skullywag

creeping out from the ship part? ooooh dastardly..i like it. Im literally this second (and have been fora while) updating Purple ivy to A11, the meteor bears will return! ;)
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Jorlem

Maybe a crossfire event, where two hostile evil ships land and start attacking each other, with the colony in the middle?

killer117

Id like an enterable evil ship. That way you could make ur way room to room, clearing it and taking down enimies, grabbing look, and probably being terrified of the mechanoids to come. It would also be a cool dynamic way to change up the map, give the player a challenge, and give the player a new way to expirience attacking in rimworld, rather than just defending
Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.

Mechanoid Hivemind

How i always thought of this ship is that, marines downed the sentient a.i, shut them down hooked them up to the main shit core (why i have no clue) But they had a power malfunction (due to the new powered bots) and that part of the ship was jettisoned from the main craft, to keep it in orbit, and BAM pissed off robots at your front door ready to dispense hot led/plasma in your face. So i would like to see marines come in from that OR if you wanted a bigger and even more rare event make it like crash landing but not, the whole ship comes down but chunks like the ship part crash down, sleep pods, storage pods, etc etc.
The individual is obsolete. When you and your kind are extinct, we will cleanse our collective memory of the stain of your existence.

JimmyAgnt007

Well the evil ship is a part, say the bridge or wherever they kept the AI core.  It crashes and out come some of the crew.  If a reactor or engine crashed you get radiation so the toxic event. 

What about some kind of agri pod, but its for mechs so it creates a new type of  metal vine plant that kills off local vegetation and wildlife unless you come in with fire and clear it out. 

Or a medical experimentation pod where a person or two come out who are full of cybernetics and insane.  (More cybernetics would be nice plus being able to remove them from the dead)

Other components from the ship would have other results.  Maybe include other special components instead of the AI core.  Medical could have a fallout style auto-doc. 

Axelios

Oo yes please. I would love to see more ship part types to account for the rest of the ship.
I'm an Electrical and Electronic Engineering student in university in New Zealand.

I like games, but unfortunately they don't help me get a degree.. so I'm going to be inactive for awhile.
- 22 July 2015

Toggle

Yeah, this would be interesting, although I'd say anything I can think of or listed here is covered in another way by stuff, like a large ship crash for several space people would be just a large drop pod, as would some other ideas, poison one would be too similar to toxic fallout making it less useful, we need to try and get something that isn't already manipulated with events...
Selling broken colonist souls for two thousand gold. Accepting cash or credit.