PVE events suggestions

Neal Papworth shared this feedback 14 days ago
Not Enough Votes

Countdown Supernova's.

Faction attacks & invasions, AI personnel that also leave their ships to attempt to take over/capture your base or destroy it with bombs.

Alien invasions.

Comets.

Asteroid cataclysmic events.

Solar Flares from the sun, that cause EMP base wide random shut downs (opens base to other players attacking).

Replies (6)

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Diplomacy and 'Taxation' option.

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Oh boy where to start.


Countdown Supernova: first what even is this other than wanting a supernova to wipe everything out. In which case for normal servers this is a pass for me. If folks want a cool way to end a temporary world then okay cool this could have value. Otherwise I don't see the point of this.

Faction attacks: Kind of already exists with certain random encounters we have now. Thing is you don't want this happening so often it becomes impossible to do anything else but fight off various factions. Depending on settings available this could add a danger element to stuff. Also would need to define what happens if said base were stolen. Would you get a chance to take it back? When does the AI decide to nuke the base vs trying to steal it?

Alien invasions: falls under some of the same stuff as the faction attacks. First, what kind of aliens we talking? Second is how often would they attack by default? Would their weapons be on par with our stuff, or perhaps have an edge? Would be the "fail" condition per say for the player and what happens if they're unable to successfully defend their base? Is the base just nuked and that's it? Do players have to fight to take back that area of a planet? Do the aliens just show up, cause some chaos and dip out? Because this could easily be baked into your faction attack stuff.

Comets: What is the purpose of said comet? Is it just a fly by that looks pretty? Can we catch up to it and break a chunk of ice off for our own purposes? Is it just a giant ice ball that smacks into a planet, asteroid, or grid? Not enough context on this on.

Asteroid cataclysm: This already exists in SE1 to a degree as you can set meteor storms to be near constant. Most people leave this off because it doesn't provide much in terms of gameplay value. While it can in theory deposit trace amounts of harder to obtain elements such as uranium or platinum, you don't get very much of them. If you get lucky you might get enough to get say 10 minutes of reactor power at the absolute most, and even then I'm probably being generous. There would need to be a reason for people to want to use this, otherwise it's all downsides with no benefits which I personally do not find fun.

Solar Flares EMPing bases: yeah this is a big fat automatic no from me and just stinks of wanting an "I win" button and helpless prey. WAY too much potential for abuse with this junk even in this form. If you want to attack bases of other players, get good enough to take them without having to resort to gimmicks like this. Otherwise this is 500 pounds of nope in a 5 pound bag. I don't care if this can be turned off in default settings or not as there is way too much potential for abuse. No feature should ever exist that can be used to grant an instant "I win" button and harm the grid of another purely by existing.

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The stars that give birth to supernovae are very short-lived, a few tens of millions of years at most.

This is what the "life story" of a star weighing about 20 solar masses before the supernova explosion looks like

H -> He ======> 6 000 000 years

He -> C, O ====> 700 000 years

C -> Ne, O ====> 1 000 years

Ne -> O ======> 9 months

O -> S, Si, Ar ==> 4 months

Si -> Fe, Cr ===> 1 day

... Booom!

The essential point is that the ignition of the nuclear fusion reactions of neon, oxygen and silicon do not manifest themselves externally in the star (maybe there are changes in the intensity of the neutrino flux, I don't know). So there is no "countdown", the exact time of the explosion cannot be calculated (not at today's level of knowledge). And when the explosion starts, it occurs rapidly, in times of minutes.

Essentially the same is true for the accumulation of hydrogen on the surface of a white dwarf as a precursor to a Type Ia supernova. It is possible to predict that a catastrophic explosion will occur "soon", but this "soon" may take minutes or centuries, perhaps even millennia...

Moreover - such star systems do not seem to have planets, and even if they had asteroids in the early stages, they were destroyed during the star's evolution.


But I wouldn't completely dismiss a supernova explosion as a global game event. A supernova could explode in a nearby, neighbouring star system, and the star system in which the game takes place would be affected by the explosion... An explosion of a nearby supernova would pretty reliably destroy our civilization for 50 light years - and probably life on Earth for 5 light years....


Comet and large asteroid impacts - they are rare, once-in-a-million-year events.

To look even remotely realistic, asteroids and comets should move along some meaningful and predictable path in the simulated universe.

And there should be a game mechanism, a way to to detect such objects early enough.


Solar flares are global events that should affect everyone - if they can hit planetary bases on planets with atmosphere, then they must reliably destroy "everything" in space, all spacecraft and space bases not protected by the atmosphere...

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Micro-nova are pretty significant events too.

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Yes, it's an interesting astronomical phenomenon.

But it's irrelevant to the game - a micronova is a phenomenon in an "old" binary star system, just like a Type Ia supernova. One of the stars has reached the white dwarf stage, the other the red giant stage. The evolution of such a system is not at all straightforward, with stellar matter spilling over between the stars.

The essential consequence of such a complex evolution is that the planets and asteroids in the system are destroyed (or ejected from the system).

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Have you followed the work on white dwarfs by Dr.Pierre-Marie Robitaille?

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No. Give me a link, please.

The problem is that it's always a binary system in which there is a transfer of mass from one star to a second.

This results in no stable orbits for planets and asteroids in such a system, as the center of gravity and barycenter of the binary system shifts.

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It is a bit of a challenge to the standard model, he has many videos, try this one for starters.

https://www.youtube.com/watch?v=RbolJBWYBS8


The Early Years in White Dwarf Research - Gravitational Red Shifts?

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Thus: my English is weak enough to understand exactly what is going on. And also to express my point correctly, using a translator. Moreover - I'm not a professional astronomer, just an amateur interested.


They were measuring the gravitational redshift of the spectral lines of hydrogen. They've measured all sorts of... OK.

Some questions:

What's the circumferential velocity of white dwarfs?

For one thing - a star should retain at least some of its original rotational angular momentum after it becomes a white dwarf, and thus spin up to high rotational velocity and high circumferential velocity as its radius decreases. I suppose this would result in broadening of the spectral lines (broad wings of a given spectral line).

On the other hand - a white dwarf in a binary star system will be subject to tidal forces from a neighboring star (similar to the Earth and Moon), and over time the white dwarf's rotation will slow down significantly.

The rotation rate of a white dwarf in a binary system therefore depends on the previous evolution of the binary system and its age - in an older system, the rotation of the white dwarf will be significantly slower. Have they taken this into account?

How quickly does a white dwarf lose rotational energy? How fast does it slow down its rotation in a binary system?

How old is the binary system of Sirius A and Sirius B?

Is a century enough to make significant enough changes in the rotation rate of Sirius B?

The ancient Egyptians and Babylonians described Sirius as a distinctly red star...


Where exactly does the radiation represented by the spectral lines under study come from?

A white dwarf consists of "degenerate gas", atoms stripped of their electron shells, with atomic nuclei "floating" between the free electrons. The atmosphere/photosphere of a white dwarf is made up of almost "normal gas", but there can be complex rules about what energies electrons can acquire in orbits around nuclei, and what radiative transitions between energy levels are allowed at different "depths and densities of the atmosphere" of a white dwarf. So different groups of hydrogen spectral lines can form at different atmospheric depths - and will have different gravitational redshifts depending on local conditions.

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A system with a cataclysmic-variable star that required people to take cover from the blast at regular intervals would be an interesting map.

As for solar-flares/CME... having them EMP what they hit would make it equivalent to just 1-shotting things with a spontaneous environmental effect, it would be better to have it become the space-equivalent of "fog" reducing visual range and/or targeting range instead.

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The question is - how powerful is such an eruption?


If a coronal mass ejection causes on a planet, under the armour of the atmosphere, damage to power lines and some equipment, the same CME on an unprotected moon will destroy all the affected equipment on the surface - and on a spacecraft or orbital station it will destroy everything. No place to hide...

But... may by a "safe zone"...

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The power-line damage on earth stems as much from the length of the power-lines themselves as it does the power of the CME, things on the ground that are not connected to several miles of wire tend not to notice. Stuff in space on the other hand is more vulnerable, but also not currently especially robust in its design, it is possible that if we cared as little for mass as would be needed to build ships out of 500+kg slabs of steel then those satellites wouldn't have a problem.

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That's exactly the point. Players planetary bases are usually relatively small. They are not significantly larger than bases on moons and asteroids or orbital stations. So the only difference is that on a planet, the base is protected by the planet's atmosphere, while the others are not. Okay - they may be buried under the surface, but a base on a planet may also be buried.


So if you want cataclysms coming from space to have an effect on planetary bases protected by planetary atmospheres, you have to assume that in space their effect will be many times stronger and more destructive.


Translated with DeepL.com (free version)

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I'd love if the playerbase gets expanded through significant PvE content so COOP players have something to enjoy.

Mostly I'd like an all-antagonizing alien force that slowly takes over the playfield, such as a bioweapon or nanomachines that players need to purge.

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One idea for a "story" that uses a cataclysm on the central star of the system:


Episode One:

Engineers in escape capsules appear in the game world PVE+PVP, survival mode.

A system announcement informs the engineers that they have entered the system of an unstable star, which some time later (200-1000 hours of real time) will explode as a nova/supernova and destroy the entire system. The challenge is to escape the system using a long-range ship and a jumpgate (both need to be built).


Second episode:

Same/similar world to the first episode, but with the difference that groups or individuals who managed to leave the previous system in their escape ship start in the "wreck" of the ship they used for the interstellar jump. Others start again only in escape capsules.

The scenario repeats itself cyclically.


Episode Three:

Once in a while/during a few cycles, a star explodes randomly - to prevent too strong a faction from forming to "take over" the server.


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In reality (in world control), the timing of the star explosion is governed by the departure of the first ship - the explosion occurs several hours after its departure.

The game world is "destroyed" by the explosion (restored to its original state or re-generated).

There may be several prepared game worlds that alternate.

Problem: What to do with the players in the escaping spaceship... It's pretty stupid to make them wait in a cryogenic chamber for several hours to arrive in a new world (destroying the old system and starting a new one).


Problem: how to implement the "destruction" of the escape ship - the wreckage of the ship should give the group some initial advantage, but again not too much so that it doesn't upset the overall balance of the game

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