A little intro...
I thank you for the answers and the ideas. I'll start saying that there's a new release with some additions and modifications. And I have posted a decent changelog and more info about the inner workings of the OXP. These past days I was sick from work so I had more time to devote to development, but from tomorrow I will get back to work... so I think I will read the thread from time to time, and I'll commit evenings to write code and debug, and in the weekends I'll release (if there is enough stuff) and answer with a long post here.
The actual long post (this) begins here:
Disembodied wrote:Keeping things simpler: the player has the option to stop for a drink and to regale the bar with tales of derring-do ... the player loses X amount of time but possibly gains a a Y increase to one aspect of their reputation. (This could maybe have a "Stay for another round!" button, where X just keeps on increasing by larger and larger amounts, but where Y runs the risk of diminishing after too many ....)
Initially every event would "consume" a random time between 10-60 mimnutes, but it's currently disabled. I think I will get it back as an additional event property, so "long" events with multiple decisions will take more time.
And I was thinking also about reputation, or karma, or some variable that can give a sense to events that give "physically" nothing to the player. It would be interesting to know how to manage something like this, what sort of advantage could do to the player. But I have implemented single choice requirements, so I could use this data to show "special choices" (like the blue ones in FTL, if you know the game), that appears only if the player has a minimum value, and are especially lucrative.
EDIT: I have already changed idea about the event time property, see below.
Disembodied wrote:The player runs into a collector for a charity, for a randomly generated good cause ("Save the Usleian Tree Ant", etc.) - an opportunity to give away an amount of money, in return for a warm glow.
I wanted to add this because I remembered the donations from Elite:Frontier. And I have implemented it, with a constant that get replaced by a random charity name: I've taken the ones written on this thread
Disembodied wrote:The player can visit a shrine to a random deity, and (if they like) make an offering - which may or may not have an effect (i.e. weighting a random die roll in the player's favour) at some unspecified time in the future. You wouldn't even need to code this last bit: just say you have, and let players' imaginations take care of the rest.
Rather than deity, let's say a cult or space-religion or something like that. Even this could work as a boost for reputation (or bring a penalty for an evil-perceived cult? maybe depending on system governments). I'm not very convinced on twisting the die rolls, but I will think about that.
ffutures wrote:I hope that in amongst the shady deals there will be some police sting operations to keep people on their toes... For example, crates of "textiles" that turn back into narcotics at the moment of launch, not after the first jump. Or a con where they really are just textiles!
Apart adding new events, I will insert existing events variants or more resolutions for the same event, so the same shady deal could work (at random) also as a police trap.
For the transforming wares, idea is very intriguing, as I already said I have to see if I can use the specialCargo property to make this easier to implement.
ffutures wrote:Or more seriously, some sort of anti-slavery organisation that might ask a pilot to run a shipment of slaves to freedom? A few sinks for excessive fortunes would also be nice.
Good idea! Clandestine or official, with plans of evacuating slaves to system when they can find better works, or reunite with family.
And obviously, good things must be balanced with bad things.
Amah wrote:And a shipment of furs turning into trumbles would be kind of interesting as well.
I DON'T DARE TO TOUCH TRUMBLES EVEN IN CODE! Jokes aside, it could be fun (as an extremely rare event) it seems to me that there isn't a write-method for trumbles, and I really can't blame the developer for this
ffutures wrote:Tried this, my initial thought was that we don't really see the consequences of things much - for example, I give 100cr to an old spacer, does he do something useful with it or go out and get drunk?
This could be adjusted in the descriptions that close the events, at least as an hint of things to come. It would be fun to meet a certain character after some time, and see what's doing... another future idea.
ffutures wrote:One thought re the financial transactions. It might be amusing if occasionally more money went out than expected; for example, I give someone 10 credits, a few minutes later 500 disappear from my account because he somehow stole the access codes. Obviously you'd need to check that this wasn't a huge problem for the victim.
Yes, it's a good idea that I will insert as variant for certain events (especially criminals ones). But even in this case, player will remain with a minimum amount of money, half the starting amount, or 100cr, I still don't know...
ffutures wrote:I've been a bit cautious about things like drug peddlars (if that's what he is) because I'm currently carrying 1100g or so of gemstones with tight delivery dates and really don't want any major delays, like 24 hours in the drunk tank or whatever. Once I've finished the cargo run I'll try more.
As I was saying before, I want to implement a "timeSpent" event property... but reading your idea, I could implement a "choiceTime" property, so every decision could consume a different amount of time. Actually the drug peddler have not consequences (lost money apart), but this would be perfect: you drink and you're awake hours after with a severe headache.
ffutures wrote:Later - forgot to say that I really like the atmosphere, though the "communists are always dank and dark" vibe seemed a bit stereotypical. Why not something like Sweden occasionally, socialist with Ikea in the corridors...
I agree, I should search for a certain architecture that can express the specific vibe and also be believable as a space station location. I accept suggestions for this, or even pictures.
ffutures wrote:Another thought on this - one particular encounter ends up with someone giving you money for not doing much. I've had that particular encounter three times, and been given money twice. Can't help thinking that this one should either be a one-off event or sooner or later have very bad consequences, since it's way too easy to take advantage. E.g., you're not given money, you're slipped drugs or something that frames you as a terrorist.
That was the effect of a debug flag I disabled so you can see more events without leaving the station. In this new release I have enabled it again, so for every docking you will see only one event. And the consequences could be variants for the event resolutions, I will take note for all of them later.