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Post by Cory Trese on Jun 29, 2014 0:32:47 GMT -5
Working expanding two existing systems in ST 4X. First, the Exploration system.
What other Exploration events would you like to see? Right now we have:
+ Credits + RP + CP + Morale
What other ideas and flavor concepts do you think would fit well in ST 4X?
Second, I'm working on advanced types of Turn Events that prompt the user to deal with unique situations. This one is fairly under developed but might have things like ....
+ A drifting space hive is spotted + Vae Victus with an aging Templar arrives with a message of hope/doom + Star Traders offer an ancient captured ship for sale + Cadar wants to destroy a Rychart planet with atomics
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Post by Nullzone on Jun 29, 2014 1:12:24 GMT -5
Some ideas for Turn Events: Famines, diseases, natural disasters, more ore found on a planet (Minerals goes up by 1), mines exhausted (minerals down by 1), scientific breakthrough (+RP), lab accident (-RP) , unexpected Arc ship arrives (like a Colony Ship, but the colony you land it on gets +1 population).
For Exploration: Derelict ship found (get a special ship in very bad state: empty fuel tank, just a few HP) , warp anomaly manifestation (find an extra planet, maybe already occupied by Humans or Xenos) , wormhole 1 (throws the Explorer somewhere on the map), wormhole 2 (opens a permanent wormhole for instant travel to a fixed point on the map; might be difficult to implement), radiation overload (Explorer loses HP) , gravitational pull (Explorer burns X extra fuel to escape) .
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Post by Deleted on Jun 29, 2014 4:40:25 GMT -5
Working expanding two existing systems in ST 4X. First, the Exploration system. What other Exploration events would you like to see? Right now we have: + Credits + RP + CP + Morale What other ideas and flavor concepts do you think would fit well in ST 4X?
Second, I'm working on advanced types of Turn Events that prompt the user to deal with unique situations. This one is fairly under developed but might have things like .... + A drifting space hive is spotted + Vae Victus with an aging Templar arrives with a message of hope/doom + Star Traders offer an ancient captured ship for sale + Cadar wants to destroy a Rychart planet with atomics Your event ideas sound awesome. Some ideas of mine: + A foreign xeno fleet has appeared (chance of appearance sometime after winning the game) + Narvadian hives are attacking xeno and human alike + Star trader factions from the main quadrant have recognized your success and would like to work together on economic and military affairs + A struggling star trader population on a newly colonized galaxy requests your help + A new research idea has been created for a limited time (requires 4000RP, unlock secret upgrade/ship/other) + Colony X is in civil war/political disarray + Sighting of unknown tech over at wilderness planet X, attracted xeno attention + Cadar terrorism causing open fighting and affecting neihbor colonies For exploration, would there be any chance that we'd be able to explore the same planet more than once? Perhaps with a certain combination of skills and advanced crew upgrades, with a reduced reward, more turns required to complete the second time around and more obstacles, risks and penalties? Also, other exploration events could be a secret theoretical tech unlocked for research.
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azedenkae
Consul
[ Star Traders 2 Supporter ]
Posts: 87
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Post by azedenkae on Jun 29, 2014 4:51:35 GMT -5
Some player induced events: Name: "Death of a Mexican" Event: When one house/syndicate loses its last system, without hope of re-establishing a new system for them. Result: The house/syndicate is removed from the political playing field. Name: "Death of the Alliance" Event: When one of two remaining houses/syndicate loses its last system, without hope of re-establishing a new system for them. Result: The house/syndicate is removed from the political playing field. Name: "Bee's Line" Event: When one player goes down a particular path particularly more than other. Say, 2300 of their first 2500 points. Result: Name: "The Scientist" Event: Spending a specific amount of RP by a certain year. Result: Every system gains +1RP for 10 turns. Name: "The Economist" Event: Earning a specific amounts of credits and/or a certain income by a certain year. For example, at least $500/turn and $5000 by . Result: Every system gains +5 income for 10 turns. Name: "The Manufacturer" Event: Generating a certain CP by a specific year. Result: Every system gains +1CP for 10 turns.
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Post by Crimson on Jun 29, 2014 5:20:45 GMT -5
I like these . I usually get most excited about + rp. One thing iwould like to see any extra cp, rp etc be used on future project and not be lost. Ie i gain 100 rp or 1000 rp. My current research only requires less than half. I should get a boost to the next research project or if its cp building project.
Crimson
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Post by pendell on Jun 29, 2014 8:59:40 GMT -5
So .. new exploration events eh?
How about:
1) Political impact (beneficial): "Discoveries usher in a golden age of trade" (trade embargo ends/trade route started) 2) Political impact (adverse) : "All the factions fight to acquire the new technologies for themselves" (solar war starts) 3) Planetary impact (beneficial) : "Discoveries improve nearby planet's productivity and standard of life" (planet population increases OR factory/mines increase one level (factory 1-> factory 2) even if the research technology isn't done yet".
Or -- even better -- planet quality INCREASES by 1 or 2 points.
4) Planetary impact (adverse) : "The explorers bring an alien plague back from the ruins" (Population decreases/upgrades lose 1 point). 5) Conversion (beneficial): "The Exploration team finds a lost fleet!" (add one or two advanced starships). 6) Conversion (adverse) : "The exploration team disturbs something better left alone ..." (exploration starship destroyed, or perhaps replaced by a world killer. Essentially the ship has contracted a xeno plague which will be spread unless it is destroyed). 7) Conversion (adverse) : "Discoveries cause an anti-technology revolt among a rogue faction of Templars" (Causes the appearance of 1-3 renegade Templar ships on a Butlerian Jihad who will seek out and attack player or xeno ships until destroyed).
Respectfully,
Brian P.
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Post by lixxx235 on Jun 29, 2014 9:26:40 GMT -5
+ Cadar wants to destroy a Rychart planet with atomics Oh my... I wonder what that'll do to politics. How about: +/- RP every turn forever(like some RP generating upgrades, but without upkeep, or like removing those RP generating upgrades) +/- Credits every turn forever(kinda like a mine but less and isn't affected by conflicts, or kinda like removing a mine permenantly) +/- CP every turn forever, for a single planet, group of planets, or even all currently colonized planets of a specific faction +/- Anomalies available to be explored +/- Quality on a planet +/- Planets +/- Possible dice rolls for existing planets(like change a currently 2-20 quality to, say, 3-21) +/- Ships(maybe colony hives or Templar Defenders?) +/- Existing research +/- Politics(like "Explorers trigger solar war with findings of previous bad faith actions by factions") * Turn a planet indy, or make a planet that is currently indy not indy anymore
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Post by Deleted on Jun 29, 2014 10:50:07 GMT -5
So .. new exploration events eh? How about: 1) Political impact (beneficial): "Discoveries usher in a golden age of trade" (trade embargo ends/trade route started) 2) Political impact (adverse) : "All the factions fight to acquire the new technologies for themselves" (solar war starts) 3) Planetary impact (beneficial) : "Discoveries improve nearby planet's productivity and standard of life" (planet population increases OR factory/mines increase one level (factory 1-> factory 2) even if the research technology isn't done yet". Or -- even better -- planet quality INCREASES by 1 or 2 points. 4) Planetary impact (adverse) : "The explorers bring an alien plague back from the ruins" (Population decreases/upgrades lose 1 point). 5) Conversion (beneficial): "The Exploration team finds a lost fleet!" (add one or two advanced starships). 6) Conversion (adverse) : "The exploration team disturbs something better left alone ..." (exploration starship destroyed, or perhaps replaced by a world killer. Essentially the ship has contracted a xeno plague which will be spread unless it is destroyed). 7) Conversion (adverse) : "Discoveries cause an anti-technology revolt among a rogue faction of Templars" (Causes the appearance of 1-3 renegade Templar ships on a Butlerian Jihad who will seek out and attack player or xeno ships until destroyed). Respectfully, Brian P. I like the idea of exploration affecting politics and uncocering ships which may or may not be ours,, assuming it makes sense story wise.
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Post by En1gma on Jun 29, 2014 11:00:02 GMT -5
How about a (rare) chance of finding an incredibly high min/qual system in an anomaly? I'd also like to see some high powered ships uncovered in an anomaly, lost to the ages, now found and then revitalized by the factions- would be nice if it would be leveled to your current tech, but maybe 4-6 advances from where you currently are. Maintenance costs should be similar to the ships you start with, as you wouldn't want these ships to bankrupt a burgeoning economy.
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Post by pendell on Jun 30, 2014 8:04:52 GMT -5
I have some additional suggestions: * Researches unlock secrets of the golden age/dark age.
-- Unlocks a unique technology unavailable through the main research branch. And this technology is the base of an entire line of technologies which can be researched -- perhaps even feeding into the main tree -- but you will never discover them on your own.
You've mentioned that part of the intent of the game is a tech tree large enough that it cannot be completed in a single playthrough. This works towards that intent by making access to some portions of the tech tree probability-based -- either you dig up the prerequisite technology to study Prescience (say), or you do without it for the duration of the game. Such unearthed technologies should not be mandatory for completion of the game, but they should be tempting enough such that the player is sending scouts all throughout the quadrant, even into the heart of Xeno space, in the hopes of finding something that will turn the tide against the invaders.
One of the main advantages of such a thing, I hope, is that it gives behind players a chance to catch up. At present, Star Traders 4X is very unforgiving if you slip behind, and the deficit is difficult to make up. Putting out a box like this gives the losing player an incentive to attempt an all-out exploration of the quadrant, in hopes of finding a critical clue which will save the human race.
The inspiration for this suggestion is the Rosetta Stone, which made it possible to translate otherwise unintelligible Egyptian hieroglyphics into Greek, and from there to modern languages. The Rosetta stone unlocked Egyptian history and knowledge we would otherwise have no access to.
Other suggestions: * "The Xenos are calmed." [Xeno activity in quadrant is reduced]. * "The Xenos are stirred. " [Xeno activity in quadrant is increased -- here comes another wave!] * "Forbidden technology uncovered." [Narvidian side appears on the map -- a colony ship and several escorts].
Technology is very much a double-edged sword in the ST universe, as though it can unlock such things as the secrets of gravity warping and interstellar travel these technological advances, used rashly, are what brought about the death of the core worlds in the first place. Consequently the research tree might not be the unmitigated boon it is in other games -- there is always the possibility you will rediscover the secrets that brought about the dark age. So, in addition to an explorer event, just researching technology on the standard research tree might, at some of the high levels, run the risk of bringing about the dark age, which might be implemented in-game by the appearance of new enemy sides. In fact, if you want to be vicious, after all aliens are wiped on the map and the player is researching some high-level technology, convert up to half the human colonies into Narvidian or Xeno worlds. This would recreate the chaos and disaster which saw the Star Traders begin their Exodus.
* Research technology: Prescience/Computation. The world of ST is a world in which computer research is limited in order not to re-create the Narvidians. However, even in the present day some machines such as the F-16 or computers are impossible to create or engineer without computer assistance. In order to minimize the dependence of the followers of Shalun on computers, it makes sense that they would put a research priority on enhancing human computational abilities, whether through exercise or spice fugue or perhaps through genetic engineering. Although Templar Assault suggests research into genetic engineering is where some Xeno variants came from, so that isn't a perfectly safe field of study either ...
Respectfully,
Brian P.
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