Post by I Darkstar X on Jul 6, 2018 0:44:57 GMT
I know there already are various undisclosed random events planned for the game, and I anticipate that they will be MUCH more thought-out and developed than these ten that I could come up with, but on the off chance that I could contribute to the community, I have come up with a few ideas for large-scale events akin to crisis-events in Stellaris. It could have a random chance to occur during games, and could be disabled from randomly occurring at the lobby settings. They might even require certain activation criteria, such as a certain minimum “tech level” so that it does not appear and screw over players in the early game. Who knows, it might even require enemies to make a truce to take care of the threat…
Some of these may be more or less dangerous than the others. Some could even be reclassified as Semi-Super-Events and occur earlier in the match or even more than once because of their less-than dangerous nature. Its mainly up to Rob. ^^
-(=)-
1: Automated Leviathan Attack
“Is it just me, or does it look like something is blocking out a bunch of the stars?”
In a sector an equal distance from player starts, a decrepit/old-looking AI-controlled Monolith (I imagine it as being stained black or otherwise extremely hard to see. It might even be able to turn invisible unless charging to fire! Probably not though…) will spawn and begin taking out systems at random until all are destroyed or it is. For direness, it could have an escort of advanced craft, and perhaps advanced defense systems. The window for kamikazeing could be smaller too, just for that added bit of terrifying. Destroying it could leave pieces behind that can be studied to make building your own Monolith slightly faster and cheaper.
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2: Galactic Trade Embargo
“Well that’s just great! What are they going to outlaw next? Oxygen?”
A random common export of each player is banned from being sold by ANY player, meaning traders will not buy them at all. (Though perhaps a black market would pay extra for them, if there is something like that in the game. Perhaps that could be a type of outpost...? Black Market Lairs?) This effect is permanent. (Maybe.)
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3: Military Patrol
“Those army folks are passing through, and they’re just itching to blow something up.”
A fleet of VERY heavily armed and armored neutral ships will patrol at half-speed through all non-home base sectors in a random connected order. They will leave once they finish their patrol. All players will be able to see their route, and they will receive notifications when the ships are near to entering another sector. If they catch any military ships (not counting static structures or fighters originating from static defenses) in the sector they are in, they will turn hostile to the owner of that ship, and pursue it until it is destroyed, attacking everything belonging to that player on their way. After destroying that ship and any others they encounter, they will return to their route and finish it, but remain hostile to the player that triggered them. They can be hostile to more than one player. Perhaps if destroyed, it could create salvageable wrecks for a high payout of tech and resources.
-
4: Local Supernova
“The planets’ll be fine, they’re prepared for this sort of thing. Our orbital infrastructure on the other hand…”
A nearby star explodes, starting a countdown where a special orbital structure must be constructed in each sector players want to make safe. They build quickly and are cheap, but they are extremely flimsy if shot at, so beware enemies trying to sabotage your attempts to safeguard your systems. When the countdown ends, everything in the unprotected sectors will be immediately destroyed, possibly ending the game if a player has not protected their home system.
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5: Millenia Plague
“There’s a real nasty bug going around. People are calling it ‘The Epidemic of the Millenia’.”
Every trade ship or non-player-built ship that docks with a player station or outpost has a chance to spread the plague. Players are given a notification when something of theirs have been infected and what has been infected. Outposts have their efficiency reduced by half, and if the player station gets infected, the player must close the office doors and activate the forcefield within a timeframe or get sick and die. To cure the plague, a special research option that only appears after the event starts must be completed, and then the cure must be manufactured. It can be sold for a very high price to traders as well. Once the cure is researched by a player, the other player(s) are given the option to buy the cure to instantly clear its harmful effects. The price drops for every unit of the cure is sold to traders though. Executrons are immune to the plague, of course. Once all players have researched or bought the cure, the plague is removed, and a popup will say that the plague has been cured. Players will no longer be able to manufacture the cure, but can continue to sell their remaining stock.
-
6: The Ghost Winds
“Legend tells of a captain who ate his crew, leaving their vengeful souls to wander space for eternity…”
Two random sectors with player-built infrastructure will go dark and become obscured in a white-green mist. All ships in them will instantly vanish, and Executrons will black out and die. Outposts will become unresponsive as well. Players can send ships into these sectors to try and take their lost assets back. They will need to fight various phantom craft that can appear and disappear at will, and shoot the player’s ships, though not at the same time. Once all the phantom ships are destroyed, the player will recover all the ships that were in the sector, even if the ships did not originally belong to them, but must capture the outposts by sending troops in and killing all the “Spectertrons”. Once all ghostly enemies are purged, the station will fall under the control of the player who killed the last one.
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7: Spontaneous Singularity Formation
“A miniature black hole in your backyard is like drinking molten metal; Its bad for your health.”
In two of the sectors that are not or adjacent to a player homebase sector, a tiny black hole will appear simultaneously. Ships can be pulled in and crushed if they get too close, but will intelligently path around them. The black holes will gradually grow larger if not contained. To contain them, players must individually research Black Hole Containment, a research that appears after the event begins. (Like Plague Cure for the Millenia Plague Event.) A containment array unlocked by the research must then be built in the affected sector, which begin to steadily decrease the size of the black hole. The arrays are not destructible, but can be captured with boarding craft. Why? Because the planet will pay you to decrease the black hole’s size, so controlling both of them doubles your paycheck. Once both blackholes are eliminated, the owner of each array can repurpose them or deconstruct them. Repurposing them just buffs the outpost in the sector, or acts as a free outpost if there is no outpost.
-
8: The Swarm
“So it MAY have been a bad idea to strap high explosives to a suicidal AI’s starfighter… A worse idea to make a bajillion of ‘em…”
In a random sector, a massive cloud of tiny starfighters will appear, and begin attacking sector outposts by kamikazeing into them, causing them to be disabled. (You could have it be a single ship entity made to look like a bunch of small fighters, and have it fly into things to damage stuff while draining its health, to give the appearance of them kamikazeing.) They can destroy player homebases. Their main weakness is that they are unable to pass through shields like other starfighters, and they do less damage to shields to boot. They also must physically touch something to damage it and move slower than starfighters due to being in a tightly-knit mass. Nimble ships are your best bet to take them out.
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9: Infestation Queen
“They’re coming out of the walls! And floors. And ceilings… They’re just coming from everywhere is the point!”
The rate at which those maggot things spawn in player’s bases is increased dramatically. They could even start to secrete blockages in hallways, requiring them to be cleared out with weapons fire. After a few minutes, the station will lose main power, kicking all CEOs out of their interfaces, and causing Executrons to lose connection and die, respawning back at the home base. Somewhere in the base, a Queen has spawned, which is a stationary and bigger one of the normal maggot things. In order to return the station to normal, the Queen must be killed. CEOs and Executrons can manually build robots to help clear out the infestation, but of course, they must lead them manually in a search for the Queen. You cannot leave the station either. Killing it will cause the normal maggots to rapidly die off in loud agonizing screams. At this point, the base is fully operational again and the CEO can go back to their terminal and plug in again.
-
10: EMP Massacre
“The only reason it is called a ‘Massacre’ is because we use robots so extensively.”
Players will get a warning saying a large unmarked warhead is about to hit their base in a short time. Players will be able to see it as a bright blue light growing brighter as it approaches. Once it hits after a short timer, the CEO will be kicked out of their terminal, and all Executrons will power down and die, but will respawn with backup power cells at their home base. All other units will stop operation and cease moving. Research and construction will be paused, and turrets and such will not fire. A popup will say that to reboot, power cells must be collected from three random outposts belonging to that player. Doors must be forced open as there is no power, though perhaps at a vastly quicker rate so its not annoying. The CEO and Executrons can build starfighters, and only star fighters, and fly to the marked outposts and board them to grab the power cells, which is as easy as walking into them I assume. Once three are collected, the CEO need only return to the home base and reboot the system, which is done from their command terminal. Rebooting reactivates all the home base’s systems, followed by outposts, and finally ships with 30-60 second pauses in between.
-(=)-
Well, that’s all ten. I could probably come up with more, but I think ten is a good place to stop for now. This was honestly quite fun to think about. Even if these ideas are far too unfeasible to be done in the game, I hope they are amusing to read and think about.
Some of these may be more or less dangerous than the others. Some could even be reclassified as Semi-Super-Events and occur earlier in the match or even more than once because of their less-than dangerous nature. Its mainly up to Rob. ^^
-(=)-
1: Automated Leviathan Attack
“Is it just me, or does it look like something is blocking out a bunch of the stars?”
In a sector an equal distance from player starts, a decrepit/old-looking AI-controlled Monolith (I imagine it as being stained black or otherwise extremely hard to see. It might even be able to turn invisible unless charging to fire! Probably not though…) will spawn and begin taking out systems at random until all are destroyed or it is. For direness, it could have an escort of advanced craft, and perhaps advanced defense systems. The window for kamikazeing could be smaller too, just for that added bit of terrifying. Destroying it could leave pieces behind that can be studied to make building your own Monolith slightly faster and cheaper.
-
2: Galactic Trade Embargo
“Well that’s just great! What are they going to outlaw next? Oxygen?”
A random common export of each player is banned from being sold by ANY player, meaning traders will not buy them at all. (Though perhaps a black market would pay extra for them, if there is something like that in the game. Perhaps that could be a type of outpost...? Black Market Lairs?) This effect is permanent. (Maybe.)
-
3: Military Patrol
“Those army folks are passing through, and they’re just itching to blow something up.”
A fleet of VERY heavily armed and armored neutral ships will patrol at half-speed through all non-home base sectors in a random connected order. They will leave once they finish their patrol. All players will be able to see their route, and they will receive notifications when the ships are near to entering another sector. If they catch any military ships (not counting static structures or fighters originating from static defenses) in the sector they are in, they will turn hostile to the owner of that ship, and pursue it until it is destroyed, attacking everything belonging to that player on their way. After destroying that ship and any others they encounter, they will return to their route and finish it, but remain hostile to the player that triggered them. They can be hostile to more than one player. Perhaps if destroyed, it could create salvageable wrecks for a high payout of tech and resources.
-
4: Local Supernova
“The planets’ll be fine, they’re prepared for this sort of thing. Our orbital infrastructure on the other hand…”
A nearby star explodes, starting a countdown where a special orbital structure must be constructed in each sector players want to make safe. They build quickly and are cheap, but they are extremely flimsy if shot at, so beware enemies trying to sabotage your attempts to safeguard your systems. When the countdown ends, everything in the unprotected sectors will be immediately destroyed, possibly ending the game if a player has not protected their home system.
-
5: Millenia Plague
“There’s a real nasty bug going around. People are calling it ‘The Epidemic of the Millenia’.”
Every trade ship or non-player-built ship that docks with a player station or outpost has a chance to spread the plague. Players are given a notification when something of theirs have been infected and what has been infected. Outposts have their efficiency reduced by half, and if the player station gets infected, the player must close the office doors and activate the forcefield within a timeframe or get sick and die. To cure the plague, a special research option that only appears after the event starts must be completed, and then the cure must be manufactured. It can be sold for a very high price to traders as well. Once the cure is researched by a player, the other player(s) are given the option to buy the cure to instantly clear its harmful effects. The price drops for every unit of the cure is sold to traders though. Executrons are immune to the plague, of course. Once all players have researched or bought the cure, the plague is removed, and a popup will say that the plague has been cured. Players will no longer be able to manufacture the cure, but can continue to sell their remaining stock.
-
6: The Ghost Winds
“Legend tells of a captain who ate his crew, leaving their vengeful souls to wander space for eternity…”
Two random sectors with player-built infrastructure will go dark and become obscured in a white-green mist. All ships in them will instantly vanish, and Executrons will black out and die. Outposts will become unresponsive as well. Players can send ships into these sectors to try and take their lost assets back. They will need to fight various phantom craft that can appear and disappear at will, and shoot the player’s ships, though not at the same time. Once all the phantom ships are destroyed, the player will recover all the ships that were in the sector, even if the ships did not originally belong to them, but must capture the outposts by sending troops in and killing all the “Spectertrons”. Once all ghostly enemies are purged, the station will fall under the control of the player who killed the last one.
-
7: Spontaneous Singularity Formation
“A miniature black hole in your backyard is like drinking molten metal; Its bad for your health.”
In two of the sectors that are not or adjacent to a player homebase sector, a tiny black hole will appear simultaneously. Ships can be pulled in and crushed if they get too close, but will intelligently path around them. The black holes will gradually grow larger if not contained. To contain them, players must individually research Black Hole Containment, a research that appears after the event begins. (Like Plague Cure for the Millenia Plague Event.) A containment array unlocked by the research must then be built in the affected sector, which begin to steadily decrease the size of the black hole. The arrays are not destructible, but can be captured with boarding craft. Why? Because the planet will pay you to decrease the black hole’s size, so controlling both of them doubles your paycheck. Once both blackholes are eliminated, the owner of each array can repurpose them or deconstruct them. Repurposing them just buffs the outpost in the sector, or acts as a free outpost if there is no outpost.
-
8: The Swarm
“So it MAY have been a bad idea to strap high explosives to a suicidal AI’s starfighter… A worse idea to make a bajillion of ‘em…”
In a random sector, a massive cloud of tiny starfighters will appear, and begin attacking sector outposts by kamikazeing into them, causing them to be disabled. (You could have it be a single ship entity made to look like a bunch of small fighters, and have it fly into things to damage stuff while draining its health, to give the appearance of them kamikazeing.) They can destroy player homebases. Their main weakness is that they are unable to pass through shields like other starfighters, and they do less damage to shields to boot. They also must physically touch something to damage it and move slower than starfighters due to being in a tightly-knit mass. Nimble ships are your best bet to take them out.
-
9: Infestation Queen
“They’re coming out of the walls! And floors. And ceilings… They’re just coming from everywhere is the point!”
The rate at which those maggot things spawn in player’s bases is increased dramatically. They could even start to secrete blockages in hallways, requiring them to be cleared out with weapons fire. After a few minutes, the station will lose main power, kicking all CEOs out of their interfaces, and causing Executrons to lose connection and die, respawning back at the home base. Somewhere in the base, a Queen has spawned, which is a stationary and bigger one of the normal maggot things. In order to return the station to normal, the Queen must be killed. CEOs and Executrons can manually build robots to help clear out the infestation, but of course, they must lead them manually in a search for the Queen. You cannot leave the station either. Killing it will cause the normal maggots to rapidly die off in loud agonizing screams. At this point, the base is fully operational again and the CEO can go back to their terminal and plug in again.
-
10: EMP Massacre
“The only reason it is called a ‘Massacre’ is because we use robots so extensively.”
Players will get a warning saying a large unmarked warhead is about to hit their base in a short time. Players will be able to see it as a bright blue light growing brighter as it approaches. Once it hits after a short timer, the CEO will be kicked out of their terminal, and all Executrons will power down and die, but will respawn with backup power cells at their home base. All other units will stop operation and cease moving. Research and construction will be paused, and turrets and such will not fire. A popup will say that to reboot, power cells must be collected from three random outposts belonging to that player. Doors must be forced open as there is no power, though perhaps at a vastly quicker rate so its not annoying. The CEO and Executrons can build starfighters, and only star fighters, and fly to the marked outposts and board them to grab the power cells, which is as easy as walking into them I assume. Once three are collected, the CEO need only return to the home base and reboot the system, which is done from their command terminal. Rebooting reactivates all the home base’s systems, followed by outposts, and finally ships with 30-60 second pauses in between.
-(=)-
Well, that’s all ten. I could probably come up with more, but I think ten is a good place to stop for now. This was honestly quite fun to think about. Even if these ideas are far too unfeasible to be done in the game, I hope they are amusing to read and think about.