OOH! That's a pretty great one right there! Maybe make them ancient defense drones that were built to defend the room?
Originally Posted by APrivateer
Stellar Officer 2nd Class
You should look at FTL for inspiration. Whenever you make a jump to a system, all kinds of scenarios can play out. You can get a new crew member, you can lose a crew member, you can get invaded, you can unlock a new item, you can get directions and instructions for a future encounter, and it's all text-driven. You never know what you're gonna get when you land on a new system/room, and that's exactly what I expected/hoped from this game.
It'd be great if rooms had NPCs with popup conversations where the conversation determines the outcome. I hope the dungeons are heavily populated with this stuff, because having empty rooms with nothing more than spawning enemies really makes the game feel dry.
You find an old, weird looking shuttle, partially constructed of crystals. Suddenly, the crystals start forming something. When they are done, a tall figure is standing in front of you, obviously confused.
[Now one could have the choice to either kill the harmony and savage a large amount of dust from the ship, so react hostile or react friendly, try to communicate, and finally gaining it as a permanent crew member.]
Your crew finds an old trading ship, lost and consumed by the dungeon. Even though most of it is rotten away or just not something one should have skincontact with, you find an old box with some soda. You recognize the mark, and the due-date on the cans tells you they still should be good.
[Now again the person can choose to either drink it, which could cause for example 20% decreased health, because the drink is an anti-energy drink, or not drinking it and instead refining the leftovers to get like 5 or 10 food-units]
Book of eternal Nightmare
Deep inside an ancient library, on a small table you find a big book. It has strange markings on it and is held together by metalbars wrapped around it, which have over the ages rotten away. You could easily break them, even though the book emits a weird aura of uncomfort.
[Now opening it could cause the hero to be overcome by horrible nightmares, giving him great debuffs for at least 5 rounds. Debuffs could include 20% less damage, 25% less health and/or even movementspeed being decreased critically. NOT opening the book would cause a ghost to appear out of nowhere,begging you to renew the seal, which would cost you like 10 or 15 dust. If you do so, the ghost would become quite happy, because he now could rest in Peace. He grants all your hero's buffs, lasting the next at least 5 rounds, he probably could also refund you the used dust, as a thank for your trust in him. Buffs could be 25% more health, 20% more attack and/or 50% increased armor. Not helping the ghost will cause it to turn insanely sad and angry, sending 1-3 hostile ghosts upon you. If you defeat them (they shouldnt be too strong) a laughing will be heard, slowly fading away.]
In the wall of the next room you find a small hole in the wall. Your measuring devices tell you theres increased radioation coming from behind the wall. it could be an radioactive energy source, used to boost your crystals efficiency. Do you want to break through?
[Now, this event could trigger different things. Lets first assume the chamber is opened (otherwise simply nothing happens), at a 20% chance you will find an old generator, powered by cold fusion. although it appears damaged you are able to repair it and boost your crystals energy output by 20%. At an 80% chance the radiation will be emitted from Lawrencium-ore, a rare and highly dangerous material. Here, a random hero in the room gets chosen. at a 80-90% chance he gets radioactively burnt, causing him to loose 50% HP for at least 5 rounds. (at a 10% chance the radiation could destroy an item the hero has equipped) At a 20-10% chance the hero's DNA will be positively altered by the substance, giving him future immunity to radiation and granting him increased health, around 15-25%, and increased damage, around 10-20%.]
Information about Enemies
Okay, I admit here I let myself get inspired by Risk of Rain. Enemies could have a certain chance of dropping an information booklet with some background information, or heros could be able to find lost pages of an old book, which describes the monsters. I think it would really be a good Idea to implement some information here, another really GOOD reason for such a booklet would be the endless possibility of placing some jokes in there, like those big crystal things like to eat chocolate(although noone knows how).
Last edited by Ratharan; 01-02-2014 at 11:24 AM.
Some random room ideas of mine, trying to stick to the guidelines (but keeping it simple is not as simple as it sounds!). For some reason, it was more easy to create bad-things-will-happen. However, I forced myself to have some beneficial stuff, too. Perhaps deep inside me, I want these heroes die horrible deaths (so that I will have to play the game many many times to reach the exit)
Dysfunctional, but rewarding exit
When the crystal is brought to this alternate exit (there always should be a regular one), time is needed to proceed to the next floor. So the exit room must be defended by the other heroes. For the extra effort, the player is rewarded extra resources ( and or a higher amount of starting on the next level).
Poison gas room
All heroes which pass this room or stay within it have their maximum health capped to 50%. When outside of the room, the health limit is back to normal, and if the heroes can regenerate health (skills / items / no monsters in dungeon), they will do so. As an alternative, this event may be global. But then, the effect of the gas should be weaker, and it should fade (e.g. on the turn when the poison room is opened, the dungeon is flooded with gas, reducing the heroes’ max health to 60%, on the next turn the effect weakens [80% max health], on the third turn the gas is completely gone).
For one turn, all activated rooms adjacent to the opened room are unpowered forcefully (marked with some extra effects such as sparks). The of these rooms is locked (cannot be regained by manually switching the power status of the rooms to off) for the time of the blackout, probably few turns such as 1-3.
Monster related stuff happens here if it remains unpowered. Possible ideas: High chance of waves appearing in this room / Every turn a small number of monsters appears here (in addition to regular waves) / Waves with stronger or special monsters appear in this room. If the additional monsters carry , this could be used to gain income (for the risk of harder battles).
Contains a sensitive machine (which maybe attracts attacking monsters and which probably cannot be repaired) which gives a bonus if it is powered for several turns (and survives). Bonus might be resources or rare items.
Endless / / pod
Like above, contains a vulnerable machine which may be so sophisticated in design that it cannot be repaired. Gives more resources than standard pods, but must be operated by a hero to work. Wit bonus does apply regularly.
Something terrible has happened here - not long ago. A room with lots of gore and detached body parts, reducing morale. Heroes fighting here are weakened (reduced defense and damage).
Gives some kind of information about the current level. Maybe needs to be powered for one or few turns to release the information. Maybe the player has to pay a small amount of to get it running. It could tell the player about the content of few rooms or the connection of some rooms (only doors and room shapes are shown, not what will wait inside).
A room with a risk-benefit tradeoff. To be activated, it needs extra , a significant amount so that the player is probably forced to turn off some rooms. After a defined amount of turns, the is given back, with a bonus (may be chosen from / / ).
Tech disabling interference
All turrets in adjacent rooms are deactivated for some turns (perhaps 3).
Even if this room is unpowered, adjacent rooms can be powered (if the connector room is next to a powered room). However, in unpowered state, monsters can spawn here. Could be indicated by large, pulsating plasma tubes on the walls. Star Trek, here we come.
The good old don't touch the artifact room
In the middle of the room, an artifact (cool equipment for the heroes) is placed on a holder. The player can choose to take it. If he does so, especially angry monsters will spawn.
Monster Closet Room!
Originally Posted by Xaoc
There is a (5% + 1 each level) chance when a module got destroyed that you can't build no future module on it.
There is a (1% + 0.1 each level) when hit by a monster that your hero got infected.
You don't regen Hp, you need x4 food (20) to heal and recover from the infection.
Event when you open a room:
Pitch Black(0.1% Chance):
"The lights showtdown, sorry but riddick isn't here to help..."
All the rooms except the one with the core power is dark (not confuse with unpower).Your players can't attack monsters on a darkroom, only your modules.
At the end of the current monster wave all your heros get +1 range.
There is a room with a strange door... what could it be?.."
If you use 150 dust you create a portal on that room that make you enter on an another dungeon, where monsters like to reproduce themselves so the the waves greatly increase.
Hard mode of the game.
Endless defense(0.2% Chance):
Too much blood here...what happened?"
Bring the power core to this room (it's a big room with many places to build modules), if you defeat the "x" waves ("x" is the level where the room is found) you will win a rare blueprint.
Room that cannot be powered by dust could be interesting (if not the sole way to the exit).
Rooms you need to repair before they can be used for something (needing specific plans/ or finding an npc in another room to bring back there)
Epidemic that need to be cured before changing level (npc) or when changing a 25% chance of death per heroes
Vacuum cleaner room : directly go with your crystal to the next level (too bad for your easy exploration or great the level was a bust).
Lore discovery (books / piece of old newspaper...) that adds nothing apart from story of the world/dungeon (wall writing next to a skeleton...)
These ideas are somethings i thought off ether based of posts before or just something i thought of randomly while thinking, if you can build off them go for it i have never been really good at coming up with short and easy events
I liked the idea where there is some old Endless Devices defending a room from every thing, so it s a positive and a negative go around, destroy, run through or even maybe try and hack them?
Could have artifacts from the past how ever many people whom went through there which would some how grant a little bit of or if you rather you could take it and sell it off for or even have a small short quest line that would show up requiring a X amount of them by X level to revive a X amount of resources that the player chooses between or an item to assist at a later time, Although taking it would cause a stir from the dungeon mobs as long as you have it, could cause waves to appear prematurely when your just waiting around or thinking maybe?
i like the idea of some crazed survivor whom the hero's have to deal with some how, an idea i haven't seen or maybe missed (sorry if i did) is that the survivor has his own crystal and is holding himself up in a room with similar devices that the player has all ready unlocked, this could be a later game one to give the player an extra life in case of a major slip up, a distraction for the monsters, or even a deterrent by putting him right out side the only way to the exit. (though you'd have to have his crystal self destruct when he is defeated)
some random events to ether bring the hero's together or pull them apart, just cause there trying to survive doesn't mean that they all have to like each other, could have a bonus to wit or attack power for every hero who likes each other in the room and a negative to the stated skills before for every dislike. if they dislike each other enough one could defect and turn hostile trying to destroy the hero's attempt to survive.
a cruel but possible challenge making event would be a pulse or sonic wave that cascades through out all of the level and could wreak havoc with the player built structures having any magnitude of possibilities, could power bonus weapons or weaken even turn them against the player, could even make them rouge to where they attack everything including other devices in the room. could super power modules or weaken them, make them more vulnerable or strengthen them, (going out on a limb) could make the module a spawner and turn the weapons against the players.
could have a event which adds a fear to the hero, reducing their combat effectiveness against it or even making it to where they will refuse to open doors or sit in a room with a certain back drop alone.
Ping artifact You discover an artifact that send out a circular pulse revealing the layout (fully or partially) of adjacent rooms.
Dust artifact Artifact causes room to power up but also opens all the other doors connected to the room. Optional: artifact can be moved with similar effects (it will power one room but will cause all the doors connected to said room to open).
Rare timed events Upon powering a room a device rises from the floor, it seems to be some sort of countdown. You have a couple minutes to make it out (to the next level I mean) before the level self destructs/wall close in/floods/anything really.
Last edited by x6snake6x; 01-06-2014 at 10:17 PM.
Something that speaks of the lore of the universe in some way would always be nice for me at least (lore freak). I'm all about finding the ancient technologies and all that good stuff.
So currently some of these events are up for voting
Congratulations to those that made it on the list already. Hope we are only voting on priorities though and not what goes in and what gets left out - the more the merrier
Thank you all for these random events suggestions. We really enjoyed reading them and we have to admit that it has not been easy to pick only a few of them. For the new GAMES2GETHER vote, we chose 9 of your submissions and made three categories.
Please understand that this time, we chose to go with events that aren't too complex for the player but also for the implementation in game, as they will not need too many interactions. We also redesigned some of them to make them more suitable for the game. We were looking for events that are likely to happen quite a lot in the course of the game, so we try to avoid the proposals that stood out.
Congratulations to the pre-selected random event designers in this week's GAMES2GETHER vote. Throughout the development of the game, though our schedule can be tight, we will try to keep on adding more ideas from you, organise contests, etc., in the future so stay tuned and vote here.
"Endless Bonus" Events
"Special Room" Events
Here is a selection of events that did not make it to the G2G vote but that we really liked and are keeping in mind for other votes:
- Broken Bridge, by Digitalhawk96
- Ancient Altar, by fill87omsk
- Blacksmith, by Bendercade
- Bonus Production Room, by GeneralLüBu
- Creeoy Room, by Xaoc
- Dopplegangers / Mimics, by Kreeth
- Dust Refinery, by Xaoc
- Dysfunctional but Rewarding Exit, by Xaoc
- Endless FIS Pod, by Xaoc
- Gas Leak, by Anosognos
- Horrific Automated Abbatoir, by DudeBoogaloo
- Module Already Built, by Sightblack
- Paralyse Gas Room, by Sightblack
- The Device, by DudeBoogaloo
- We're saved. Not., by T41
Can we still post ideas that can be considered for later?
If you have an idea, post it. They may have to concentrate their effort on other aspects of the game, but it would be a shame to miss the chance to enrich the game at some point in the future, just because fan of the game stayed silent
Originally Posted by ColdHannibal