Write an event!

Started by Listy, January 29, 2015, 10:18:56 AM

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Tynan

I very much love this thread and appreciate everything you guys have contributed here!
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Listy

How about screwing with joy? An event that turns a Joy session into a frustration session. To give a slight - modifier.

Interference/static on TV
Missing chess piece.
Broken pool cue.
etc etc

silenced

Quote from: Listy on May 06, 2015, 02:39:51 AM
How about screwing with joy? An event that turns a Joy session into a frustration session. To give a slight - modifier.

Interference/static on TV
Missing chess piece.
Broken pool cue.
etc etc

This is so evil! But good! Tantrum spiral anyone?
... what is a drop of rain, compared to the storm? ... what is a thought, compared to the mind? ... our unity is full of wonder which your tiny individualism cannot even conceive ...

Piet.Lu

Amnesia
Out of a sudden, a colonist forgets everything.
you have to recruit him again and his skills and his personality are complete different than before.

Regret

Quote from: Piet.Lu on May 06, 2015, 03:29:45 AM
Amnesia
Out of a sudden, a colonist forgets everything.
you have to recruit him again and his skills and his personality are complete different than before.
Hmm, maybe too extreme.
But constantly forgetting what he was doing could be a hilariously frustrating trait.
Maybe call it ADHD, have them work a lot faster but randomly dropping their task and starting a different one?

Listy

Trying a new look: Random hair change

Ketzal

Lethargy / Depression (contagious)
- Everyone moves and works much more slowly
- Severe joy deprivation
- Need to force tons of joy to remove
- Chance of suicide if not addressed

Holiday
- Boosts joy bonus
- Penalty for working

Animal Population Boom
- Massive influx of a particular animal type
- Boom animals force other animals to starve (by eating food)
- Need to curb population or animals go insane and start attacking everyone and everything

Nudist Colony
- A nudist colony passes through taking any of your nudist colonists with them

The Big One
- A massive mufallo walks through map
- Anyone above a certain hunting level will be excited and more effective while it's on the map
- If they kill it, they get a permanent skill + joy boost (I killed "The Big One")
- If they don't they get a permanent abrasive trait (stories about the one that got away)

amul

Hatfields and McCoys:

Two NPCs from opposing factions have, for some reason, brought their longstanding grudge to your neck of the woods. Each is armed with awful-quality miniguns, and they aimlessly wander the map taking pot shots at each other for a few minutes and then running away, but generally leaving your actual colony alone.

SteelHeart

Ancient Challenge:
An ancient ship shows up in orbit and challenges your colony to a battle. Accepting immediately causes a mechinoid raid but gives a fairly large reward of goods at the end. Accepting but asking for time to prepare lets you start setting up for about a week before the raid but grants a smaller reward. Declining has a chance of the raid happening any way with a smaller reward or not at all.

Piet.Lu

Quote from: SteelHeart on May 10, 2015, 07:15:09 PM
Ancient Challenge:
An ancient ship shows up in orbit and challenges your colony to a battle. Accepting immediately causes a mechinoid raid but gives a fairly large reward of goods at the end. Accepting but asking for time to prepare lets you start setting up for about a week before the raid but grants a smaller reward. Declining has a chance of the raid happening any way with a smaller reward or not at all.

maybe with another option: you may offer some of your stuff and if the raiders accept, they won't attack you.

isistoy

Hello Guys,

There are a lot of great ideas in here.

Someone asked about how/if possible to write custom events for the game and I wanted to point out, that there already is a tutorial down there: https://ludeon.com/forums/index.php?topic=4626.0

it was made by minami26 a while ago.
<Stay on the scene like a State machine>

Hayhorse

Self-Reliant Mechanoids - A group of Mechanoids have managed to become free from the AI Core due to a Solar Flare/EMP and somehow are able to speak English (whatever language your game is in) and ask for protection stating that once the AI is back and running it will send a large group of Mechanoids after them. Killing anything and anyone in their path, since they had passed by your colony the small army will attack the colony to find and destroy them.

1. Decline (Be attacked by the army and possibly have some of the group become hostile_
2. Protect them. (The attack still happens but some Scythers join the colony. Also unlocks a Mechanoids tech branch that allows you to build charge stations for the Scythers. Anyone with a crafting skill of 10 or higher and a research of 12 or high (or a Mechanoid related back-story) can repair their charge lances or their body's.)

(Hidden) 3. Use your Mortars to disable some of the Mechanoids before they reach you. (At least 2 EMP mortars are required for this third option.)

               (Hidden) 1. Ask for the coordinates of the hive after the battle so you can bombard them with your Mortars.

(This is assuming any of the Scythers that stayed with you survived)

                               A) Use your Incendiary mortars to ignite the hive and burn what can be burned.
                               B) Use your Fragmentation mortars to destroy the production lines of the hive to prevent construction of new Mechanoids.
                               C) Use your EMP mortars to disable the hive and possibly wipe the AI Core.
                               D) Use your Frag and Incendiary mortars to completely destroy the hive.
                               E) Completely wipe out the Mechanoids.

They should all be self explanatory. All of the options to attack the hive require at least 2 of the represented Mortars. It would create an event where you can have people man the mortars and shoot off screen destroying the Hive. If you manage to wipe the AI Core (C) the hive will no longer attack you as all mechanoids attached to it shut down.

(D) Will destroy the hive and make attacks from the remnants less frequent and smaller in numbers assuming any mechanoids survived or are still functional without the AI controlling them.

(E)Should be self explanatory. Only mechanods that will attack you would be any from crash ship parts or Cryosleep rooms.

Anduin1357

Event: "Hostile Siege outpost"...
...by a pirate or really hostile faction which is a severe version of the basic siege. The hostiles set up permanent camp in the vicinity of the colony map, building up forces in manpower and mortars as it continues to last. It will send attacks every day and at night as well if it has the forces to do so.

Basically an enemy colony settling near you with hostile intent.

Frankenbeasley

Moral Dilemma

Perhaps certain conditions might affect colonists in different ways. At the moment, there doesn't seem to be any friction between colonists and the colony - even when someone incapable of violence has to live in a colony of psychopaths and cannibals, or a tribesman watches his former friends, or even relatives, harvested for organs or sold into slavery.

I think there should be a chance that, say, a new recruit from an escape pod who breaks during their first few months in the colony has a chance to steal some small percentage of your resources to buy passage off-world from a trader when they pass by. Or, for home-grown recruits, perhaps, if you have a prison full of raiders from their former community and they aren't happy enough, they might lead an escape - not a fight, unless you choose to try and recapture them.

It might make it more important to choose who you do and don't recruit, and how you treat them, rather than taking the route of recruiting everyone you can for the purposes of Operation Human Shield. After all, the Warden might have told them the colony was a family-oriented place and you'd be working people close to you, but when you discover that you're taking Granny to kidney removal 101, you might begin to entertain doubts.
You live and learn. At any rate, you live.  - Douglas Adams

Wild Card

A group of rebels/slavers pass through the map. They have succesfully raided another outpost and they are heading to their drop zone (other side of map). All/most of them are carrying wounded prisoners, weapons, art reasources, etc.

You can..do nothing..they leave map with their cargo in toll
Intercept them and try to "liberate" the cargo rescue the prisoners and do whatever recruit free, them (relation boost with their faction)

The slavers should be large in numbers and focus on defending their cargo and escorting it to destination. Could tie in to the new escort Ai behavior for A11