Planetary no fly zones - around some ancient ruins

Deon Beauchamp shared this feedback 36 hours ago
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Strange anomalous conditions with 15km radius of ancient alien ruins prevent approach by air necessitating the need for land based vehicles. Jet packs are affected too.

Replies (2)

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Its a mystery, but look forward to parkour and engineering construction to overcome obstacles that would otherwise be simple if you could fly.

Best of all you will need to drive to get there, and possibly back.

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...SE really doesn't do parkour too well... But the need to travel either through caves with a low ceiling or through shallow ravines to avoid a hazard (storms, weapons emplacements, radiation-blasts from a pulsar peaking over the horizon at you) would encourage the use of ground-vehicles if whatever keeps you from flying needs a logical explanation.

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Before posting had I considered some of the thoughts that you have outlined and others, but I was looking for something that creates mystery and initially fails at explanation. Failing at explanation creates intrigue, curiosity, and the need to investigate. The opportunity to add Sci-fi, 'not of this world' elements arises from this, and this is what creates at tension in the players mind, going into the unknown, exploring and adventure. Having everything explained logically and matter of fact takes away from the journey, a good fiction does not do this.


I have posted this at a conceptual phase, as it appears that finding fault at a logical and physical phase is too easy. Positive and constructive imagination is required to create worlds of play, I would appreciate your input in making this idea happen.

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"...a good fiction does not do this..."

-I know a few old trekkies, brown-coats, gaters, and possibly a beltalowda or two that may disagree with you, but I do see your point. Also I see little wrong logically with using a canyon to avoid a Crematoria sunrise, but that isn't the point of the thread.


...Such a no-fly zone would be difficult to explain the purpose of (though that would be the point), large enough to be a substantial hazard on most planets, and rather difficult to prevent people from circumventing with something like a drop-pod if it were on the surface of a planet... Assuming this is meant to be procedural instead of a specific mission in the game's story-mode, I think it would be best attached to a "rogue planet/moon" that appears for the event and then vanishes after it is done.

-The appearance and disappearance could be woven in to the mystery,

-The event would not accidentally crater someone flying between planetary locations by spawning between (or on top of) said locations,

-Part of the site could be inside a deep cave or surrounded by floaty-rocks and involve retrieving something to prevent a drop-pod -> respawn rush of the event.


This of course all assumes the weirdness-level is in line with what Keen wants the SE2 'verse to be like. If not then more logical reasons to stay low would probably be the way to make something like this happen.

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