Ideas for new events

Started by Jeimss, March 19, 2017, 03:58:31 PM

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Jeimss

Hi,

Here some ideas that I tought that could create more event and more stories in the game.

1. Earthquake
if you built your base in a mountain, some corridors collapse trapping some colonist inside. Outside some walls and roof can collapse also. Letting the base open for a raid maybe.

2. Tornado
A big wind blast trough the map. To walk in the direction of the wind coming in is nearly impossible. Some items can be sweep out the map or bring to the map.

3. Ancient Shrine on the world map
By walking on the world map, an ancient shrine is discovered containing allies, enemies, precious artifact. It could give another reason to travel accross distance to find all the secret shrines.

4. Ransom for the survival of the base
A Pirate come by himself to the base to give a warning, pay up a big lump of money or be terminated by nukes. You can kill him, say no, pay up only to discover that they will ask for more, pay up and they don't keep their words and nuke you anyway, or just run away from the base.  the nuke could burn everything on the map and have a toxic fallout for a month.

5. Falling Nukes
On board some ancient ship that crash near your base there is a nuke with a countdown. It could explode, or not. You can try to desactivate it and maybe fail to triggering.

6. Sailing on water
You can build a or find a boat and sail on the across ocean to visit to the coastal cities and trade. You could also meet pirate ships!

7. Tsunami
For the base build on the ocean coast the water could flood your base and damage it.

8. Raid with chemical weaponry
Some Raiders could lunch in the base some chemical weapons that is toxic. Like a toxic fallout but even more strong.

9. Hidden Traits
Some pawns could have a hidden traits that you could discover by time. They are unaware of it and you too. Like a pawn that eat human meat for the first time and become a cannibal. Or a pawn that take on fire and becomes a Pyro.

10. Cryptosleep shrines on the map
It could be interesting to build or find cryptosleep casket on the map to use, so you could "bury" some pawns to revive them later.

11. Crashlanded 2
After you succed building the ship it could continue and crash again on another planet with a different seed. All your pawns could try to rebuild another one from scratch.

Hopes that give some ideas for you guys!

Lav

1. Suggested change: introduce regional seismic activity level. When it's zero, the game behaves just like it does at the moment. When it's above zero, there's a chance for a quake of random strength (but not exceeding regional seismic level). When a quake happens, it momentarily decreases the safe roof distance. So if you're in a region with seismic activity 2, a quake may happen with strength 1 or 2. If a quake with strength 1 happens, any roofs without a support within 6 - 1 = 5 tiles will collapse.

Essentially, seismic activity will limit the player's construction and mining options.

2. It would be nice to introduce strong winds, but halting all movement in a certain direction is unacceptable. Movement being slowed down in one direction and accelerated in another would be fine. Also strong winds should result in significant power production bonus for wind turbines, at the cost of increase failure chance.

4 & 5. Ransom negotiations with pirates are fine. Nukes are not, you're essentially suggesting to introduce a random chance to destroy player's efforts.

6. This will be extremely expensive in production with pretty limited gameplay effects. Not that I would mind to see seafaring in the game, but there are plenty of things with higher fun/effort ratio.

7. Sea shore is currently a safe side, where nobody will attack you from. Introducing some negative aspects for this would be nice.

8. Admit it, you just want to ruin people's efforts randomly. :-)

9. This adds uncertainty to the gameplay, of the dangerous kind. Players will respond to this by implementing a battery of tests to run every new pawn through. End result will be identical to current situation, but players will be forced into tons of micromanagement. So while this idea looks realistic on the surface, I'm not sure it's a good one.
Good story is what happens when you failed your planning.

PetWolverine

Quote from: Lav on March 20, 2017, 12:25:35 PM
9. This adds uncertainty to the gameplay, of the dangerous kind. Players will respond to this by implementing a battery of tests to run every new pawn through. End result will be identical to current situation, but players will be forced into tons of micromanagement. So while this idea looks realistic on the surface, I'm not sure it's a good one.

This reminds me of detecting vampires in DF. Each time you get a new immigrant wave, lock all the newcomers in a room with no food or booze; as they start to complain of hunger or thirst, let them go and join the fort. Anyone who doesn't need to eat or drink is a vampire and will be handled accordingly. You might find a couple of them drained of blood, but your established dwarves will be safe.

Sirportalez

12. Spaceplants!

They drop from space and every plant spreads a tile every few seconds. You can kill it just with  fire or melee, shooting doesn't work.

SpaceDorf

For Mountainous Maps : Rock and Snow Avalanches, Meltwater and Mudslides and maybe Lava.

Technically you are sitting on the foot of a Mountain on this map, so all of the above mentioned goodies can appear on the edges of the mountains.

Suddenly there are multiple tiles of rock chunks around the mountain ..
massive amounts of water or snow ... around your base entrance ..

and Mortars hitting your overhead mountain becomes a whole new world of !!FUN!!
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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grinch

+1 for nuke bomb thing. We need heroes!!

Jeimss

Quote from: Lav on March 20, 2017, 12:25:35 PM
8. Admit it, you just want to ruin people's efforts randomly. :-)

Yep the best memories are when something hit you in the face. Like the 1st time I handled a psychic ship. Everybody, quick grab a club. Everybody on the count of 3 hit the ship. BOOM! Scythers Everywhere! And some good colonist down :)