PVE events suggestions
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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).
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Diplomacy and 'Taxation' option.
Diplomacy and 'Taxation' option.
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.
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.
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...
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...
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.
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.
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.
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.
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.
---
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
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.
---
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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