5 or 6 events away from being a pretty sweet game - Event suggestions

Started by daduhweewah, October 22, 2016, 11:36:52 PM

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daduhweewah

Well this game is already pretty sweet. One of my favorites already. I just bought it a couple weeks ago, and have been looking for an update log to see what has been added and over how long but been unable to find one for some reason (usually steam has an update log for every game - its not on steam and I couldn't find it in a brief browse around this website) So basically I am just curious to how much longer this game is to be in EA and curious what kind of content will be added over the next while.

It needs a hand full of extra events to dilute what it has currently. I know several events just make you say F**K when they pop up, which is awesome (man hunting boomrats/boomalopes being the worst one to me personally)

So  I wanted to start a thread for extra event ideas, and with that in mind, make them easy enough to implement to where it is realistic they could be added so maybe this could be a growing thread of ideas instead of isolated threads for devs to look through. (I also have no clue how ludeon is with interacting with forum suggestions- I am used to a couple games that were very proactive in talking with their players in don't starve and clockwork empires)

1. Geyser explosions destroying your geothermal power source.
2. Replace blight (which is just your crops disappearing) with a herd of something maniacally eating your crops
3. Trojan Horse type capsules (where you normally get random things, maybe sometimes it is enemy faction luring you away from your base or poisoning you or whatever else could fit there.
4. Your "chemical fascinated" or "drug addicted" colonists could steal silver to purchase drugs. I could see this one annoying the hell out of people though, but it really isn't hard to filter prisoners to avoid having a junky in the colony. Basically a money sink since accumulating silver is fairly easy in the game.

None of those are major events (or events at all really) but its something. There is a lot of stuff I hope gets revamped before it is a released game (research needs to be a lot more in depth and more seemingly in order- and to draw the game out longer- the game if you just play to launch the ship doesn't take too long- but I don't care to launch I just keep playing for the hell of it.

If they add 5-10 nice sizeable events to the list of events that can occur the game would be pretty salty. It is a bit repetitive at times, though I have played 100 hours in 3 weeks somehow (I have not been working much in those 3 weeks haha) hopefully there is a lot more content to come. Love the game thus far though, probably have hit a wall with it for the time being. Next step was to join this forum and keep an eye on how it is continued from here.

asamket

Not sure if these already exist:
1. Friendly village's people attend wedding ceremony and bring gifts. Village relations are improved.
2. Hostile people attack with personal teleporters. The attackers are able to teleport through one block of wood wall or wood door but nothing else.
3. Bears seem to appear on the map but they are actually hostile attackers in disguise. When a villager goes close to them they are revealed and start the attack. They leave bear pelts on the ground.
4. A young villager goes through a rite of passage. The person leaves the area for a few days and returns with some random item (or pet animal). There's a party afterwards.

Serenity

Quote
Hostile people attack with personal teleporters. The attackers are able to teleport through one block of wood wall or wood door but nothing else.
There are already drop pod attacks that can appear in the middle of the base

Alpha393


Lizardo

Really, really, don't need more Zzzz like things like geyser explosions.  Although geothermal plants do make minor earth quakes.

Personal teleporters? no. Just no. Things are bad enough as they are.

Event glow boxes do need to stick around until explicitly dismissed or the event ends.  That would be useful.  Presently if you click on the glow box it goes away with the dialog box and you can't locate the event anymore.
http://apatheticagnostic.com/ourchurch/intro.html
http://www.amazon.com/The-Ominous-Parallels-Freedom-America/dp/0452011175

Caedite eos. Novit enim Dominus qui sunt eius. - abbot Arnaud Amalric prior to the Massacre at Béziers


daduhweewah

Quote from: Serenity on October 23, 2016, 06:51:09 AM
Quote
Hostile people attack with personal teleporters. The attackers are able to teleport through one block of wood wall or wood door but nothing else.
There are already drop pod attacks that can appear in the middle of the base


Right, but they just pop out of the capsules (which you are warned before the capsules even show up by a few seconds of a raid)

If capsules didn't reveal what was in them until you picked them up, this would be more fitting. Which it would make more sense if the drop capsules were not open or revealing what is in them until a colonist physically goes to the location. Basically, this would be an instant killing of a colonist, and multiple colonists if you have people all over the map at the time (most likely)



Other response- yea the geothermal explosion would be kind of "zzzz" but a lot of the events are "zzzz" events, I just think the game needs a hand full of extra events to water down the list and make it feel like you are not getting a lot of events over and over. Given, I have played over 100 hours in the last 3-4 weeks so maybe that is why I feel like there are not that many (however, when I look at the list in the scenario editing page, there is more than I expected- which fwiw the scenario editing page is just absolutely awesome, and I think that is truly the thing I like the most about this game. I can start on an ice sheet map give myself 2500 wood to get going and play that map- and obv give myself some other items, like power armor since it apparently acts as heavy clothing and a stock of glitterworld meds, the ice sheet maps are the ones I enjoy, it is a serious struggle surviving the first year or two, you just pray for a herd of manhunting anything before you have geothermal and hydroponics researched)


skullywag

Check ludeon.com dev blog for the release history and stuff it should mostly be all there. But its been 2 years of constant work by Ludeon with every alpha having a significant content bump.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

bclewis

Quote from: daduhweewah on October 22, 2016, 11:36:52 PM
2. Replace blight (which is just your crops disappearing) with a herd of something maniacally eating your crops

And/or different types of blights that only affect some crops -- I think this would be both more interesting AND more realistic (think Dutch Elm Disease or Irish Potato Famine).

Serenity

Quote from: bclewis on October 27, 2016, 02:19:56 PM
And/or different types of blights that only affect some crops -- I think this would be both more interesting AND more realistic (think Dutch Elm Disease or Irish Potato Famine).
What Banished does would work too. Crops blights (or insects infesting crops in the case of that game) start in one field and then spread to nearby fields of the same type. So having huge mono cultures is bad and it's best to alternate crops.
You could also have a far greater chance for it to infect the same type, but still a small chance to jump to different crops.

Lizardo

Eliminate the random Zzzzt.

Seriously, things shouldn't happen for random, there needs be a reason.   Now if something hat has power running through it gets damaged, then that's a good reason for a Zzzzt right there.
http://apatheticagnostic.com/ourchurch/intro.html
http://www.amazon.com/The-Ominous-Parallels-Freedom-America/dp/0452011175

Caedite eos. Novit enim Dominus qui sunt eius. - abbot Arnaud Amalric prior to the Massacre at Béziers

bclewis

Quote from: Lizardo on October 30, 2016, 12:27:31 PM
Eliminate the random Zzzzt.

Seriously, things shouldn't happen for random, there needs be a reason.

I presume there are reasons, just not controllable by the player (erosion, insects eating through powerlines, construction mistakes, etc.) 

I don't think it's unreasonable that we can't build an "infallible" electrical system in a space colony, and I personally like that there are *some* random events we can't totally prevent.

Alpha393

Chance for lighting storms to activate ancient mechanoid tripods burn a hole which the player can fill in or turn into a geyser. Or something like that.

Lizardo

You can't defend against random, you can defend against erosion, insects, etc..

And there should be shielding that can be build against emp grenades and solar flairs.
http://apatheticagnostic.com/ourchurch/intro.html
http://www.amazon.com/The-Ominous-Parallels-Freedom-America/dp/0452011175

Caedite eos. Novit enim Dominus qui sunt eius. - abbot Arnaud Amalric prior to the Massacre at Béziers

bclewis

Well, I don't think you really can 100% reliably protect electric circuits against environment effects.  In real life I lose power occasionally, and I certainly don't live in a seat-of-the-pants space colony.

However, I have a suggestion that might make things more interesting:
- power-lines have durability that degrades over time (faster or slower depending on exposure of lines)
- as durability decreases, chance of Zzzzt increases; when durability is at 100% chance of Zzzzt is very small if not zero.
- durability can be repaired (and perhaps require additional resources if it decreases below some threshhold)

So, as long as colonists keep circuits in good repair, chance of Zzzzt becomes very small.