Random Events

Private development area, away from the nimwits, retards and dithering idiots.

Er, I mean, normal users. Yeah. Those guys.
Locked
User avatar
Arcalane
Pseudofeline Overlord
Posts: 4034
Joined: Thu Sep 13, 2007 10:37 am
Location: UK

Random Events

Post by Arcalane »

In the same vein as the Missions, Random Events help stir people towards activity and avoid people getting too relaxed!

~~

Template;

Name:
Severity:
Conditions:
Targets:
Effects:

Severity dictates how frequently an event can occur - higher severity means it happens less often. Low severity means it's fairly common.

Conditions covers the minimum requirements for the event, should it need any - such as recent number of ship losses, and such.

Targets covers the target type/location/whatever for the event, such as a fleet, planet, or base. Or anything else.

Effects covers the actual effects of the event if/when it occurs, and other information.

~~~

Name: Incoming Meteor!
Severity: High
Conditions: At least one inhabited planet to act as a target.
Targets: One random planet.
Effects: A meteor is on collision course with the target planet. If not stopped, it will probably wipe out all life on the planet. The target has several (2-4 turns) warning of the impact, and can assemble their forces to stop the meteor.

The goal is fairly simple; the meteor spawns at one end of the map. The defenders situate themselves between the meteor and the planet. If the meteor reaches the planet (the opposite end of the map), the planet's infrastructure, colonies and quality take damage dependent on how much health the meteor has left after the impact. If the meteor is destroyed, the colony is saved. Woo!

~~~

Name: STRATEGIC LAUNCH DETECTED
Severity: Extreme
Conditions: At least one inhabited, non-Remnant planet to act as a target.
Targets: One Outer Rim planet (may be inhabited, launch site) and any other inhabited planet (target site).
Effects: An old Type I Missile Launch System has malfunctioned, launching a single missile at the designated planet! Everyone is notified of the launch, and possibly it's target. They may then choose to aid or hinder the missile as they see fit.

If the missile reaches it's target, the normal effects occur. Unlike other Type Is, it is so old that it does not have counter-interception measures, and may be destroyed by close range weapons fire. On the other hand it cannot be hacked for course adjustment or reprogramming.

~~~

Name: Berserker!
Severity: High/Extreme
Conditions: N/A
Targets: Any system.
Effects: A random temporally displaced 'berserker' ship is dumped into the local grid. These ancient, alien war machines are seemingly controlled by insane artificial intelligences. They ignore planets, but will mercilessly attack ships and bases. If a berserker is victorous - that is to say, not driven off during battle, it will salvage debris and attach parts to itself, becoming a nightmarish blend of it's original design and it's prey.

Berserkers are easily contained within a system - they will not attempt to bypass a heavy blockade - but their aggression and predatory nature can make them hard to actually track down and kill. Baits, lures and patience will be required to dispose of one of these beasts. They will flee whenever possible, unless no escape is available; in which case they fight to the death.

It is a small comfort that most 'berserkers' are incapable of reproduction. Those that are, however, tend to flee to remote systems and establish 'nests' in asteroid fields - the main body fusing with a large, hollowed out asteroid and turning into a factory-refinery-mining complex, serviced by a buzzing horde of smaller drones and producing more of their kind.
  /l、
゙(゚、 。 7
 l、゙ ~ヽ
 じしf_, )ノ
Locked