Got an idea for a Storyteller incident?

Started by Tynan, September 17, 2013, 06:49:36 PM

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Littlemule

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....

todofwar

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

Yellowdart1

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.

Jacob/Lee

"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:

  • Terrorists: A few raiders and their guards enter the map and start burying mines/planting bombs against your walls. Once they're finished, they flee the map and the bombs detonate. Now it's your job to find those mines before someone steps on one.
  • Hitmen: A particular assassin/con artist of yours has drawn the wrath of a powerful leader. A few skilled raiders with high-end weaponry attempt to sneak into your colony and kill a specific member before fleeing.
  • Spy: A raider posing as a passing traveler enters the map. If arrested, he breaks out of the prison and plants bombs on key targets (batteries, geothermal generators, comms console, nutrient paste dispenser) before attempting to escape.

Stokee99

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?)

Nephas

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 ?'')

Mazhon

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?

DeltaV

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.
Quote from: Douglas AdamsIt is a mistake to think you can solve any major problems just with potatoes.

Cyclops

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.

aagaard

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

palandus

#145
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.

Karmos

Forgive me if I repeat previous suggestions. I tried to keep these simple.

  • Squirrel (or boomrat) chews through a power conduit, potentially electrocuting itself (and exploding, if a boomrat).
  • Squirrels carry off food lying on the ground and eat it or stash it (more of a passive behavior, I suppose).
  • Turret goes haywire, starts shooting at random spot (or at a building or buildings, if you want to be mean) for a time and can't be sold or turned off with the V shortcut.
  • A rock slide: rubble falls from a cliff, destroying adjacent structures.
  • Raiders appear from the side of the map, rather than in drop pods, unannounced. Only when noticed by a colonist does an ambush notification appear.
  • After trading with a slave ship, the ship's crew has an idea of how much your colony is worth, and they want it all. Raiders land and attack (potentially aiming to drag off incapacitated colonists, though I realize this behavior doesn't exist yet).
  • Geyser erupts with immense force, destroying your geothermal generator.

palandus

@Karmos; Squirrels do eat food lying on the ground actually. Though, stashing it would be pretty cool.

ZyChrome

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!

Gwythen

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.