Random Event System in Development...

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Vice
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Random Event System in Development...

Post by Vice »

I wanted to post a few emerging details on the new event system I've been working on for the game. The design and options are being developed around the feedback I've received via e-mail and recent posts on the forum. The overall framework is being designed around a 'distress call' concept where random emergency events will occur in the game that will significantly reward the first player to answer the call and complete the objective to resolve the emergency (which will either be planet specific or ship specific). Here are some early design goals for the system:

Evochron Mercenary - 'Event' System (Feature Update)
Distress Call Framework Description

- Provides random emergency events within the game's online and offline universe requiring player involvement.

- Expands the objective location limits beyond individual sectors. Events can happen across the game's universe and players will be able to receive and act upon such events from any location in the game (although the closer they are, the easier it will be to respond, providing opportunistic options).

- Establishes a new framework structure that will allow for the possibility of new cross-sector objective types in the future.

- For multiplayer, the server operator can trigger an emergency event manually or turn them off entirely. The default setting will provide events at random intervals.

- When a distress call is received by a player, an alarm will sound and a multi-line text description will be displayed detailing what is required to answer the distress call.

- In multiplayer, all players will receive the distress call alerts. The first player to answer the call and complete the objective receives the reward.

- The system will be designed to select accessible random locations. In the early versions of this framework, charted systems will likely be used. Expanding the system to uncharted regions may also be done in the future.

- The reward pay will probably be around 4X the normal in-sector contract pay.

- Initially, the framework will include just a few objectives to test functionality and reliability. Plans are for deliverying a material type that a planet is critically in need of (such as an atmospheric processor failure resulting in a need for oxygen) and deliverying fuel to a stranded ship.

- Target build number range for implementation of this framework is 1.458-1.488.
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Post by DaveK »

sounds good :)
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Post by MMaggio »

:P:P:P:P:P:P:P:P;););););););)
I'm gonna have some fun!! :D
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Post by Dingo »

this is godly.
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Post by Mop Head »

very cool, thanks Vice
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Post by Marvin »

:cool: That's just too cool. I hope response time is longer, though, than it is when transporting impatient passengers.
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Post by Vice »

One of the goals I have for the upcoming test builds for this feature is to establish a good timeframe for both types of distress calls. Material recovery and delivery objectives should probably be given more time than ship rescue.
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Post by Busch »

Can you say "Inter-Galactic Chinese Fire Drill" ? Can hardly wait! :P :cool::cool:
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Post by Jack Dandy »

Sounds very interesting!

Can't wait to see it in action.
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Post by gh0stwizard »

It is great idea. Hopefully, the development of the random system will be limited not only to distress calls. Do not forget about combat pilots too :)
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Post by Vice »

Can you say "Inter-Galactic Chinese Fire Drill" ? Can hardly wait!
Oh yeah, the kind of scenarios this may result in could be very amusing :)

There will also be options/benefits for those preparing in advance to respond to the emergencies. That is, those who which to be a 'first responder' can carry full cargo bays of the items in need before the distress call is made. This lets them simply fly to the location in need rather than trying to recover the items on route. By the same token, a player who is in close proximity to an emergency could still have time to recover needed material on-route and beat a more distant player with the cargo loaded already. Should prove interesting.
It is great idea. Hopefully, the development of the random system will be limited not only to distress calls. Do not forget about combat pilots too
Combat objectives could be integrated as well, surprise attacks from hostile forces for example. This framework will be the basis for such potential options in the future.
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Post by DennyMala »

GREAT! Simply great!
Best regards

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Post by Rush »

Another confirmation of the fact that Vice listens to players' suggestions ;)

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Post by MMaggio »

From post: 108359, Topic: tid=7643, author=Rush wrote:Another confirmation of the fact that Vice listens to players' suggestions ;)
You should see the size of his "Idea Book"! :)
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Post by Avenger »

From post: 108362, Topic: tid=7643, author=MMaggio wrote: You should see the size of his "Idea Book"! :)

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[Edited on 6-9-2011 by Avenger]
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Post by tha_rami »

That's the prologue.
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Post by DaveK »

:P:P:P:P:P:P:P:P:P
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Post by MMaggio »

From post: 108369, Topic: tid=7643, author=tha_rami wrote:That's the prologue.
I thought that was just the index! :P
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Post by BraveHart »

"Awesome"...Looking forward to testing it ;)
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Post by ShoHashi »

This sounds great! :)

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Post by Maarschalk »

LOL....I thought that huge book was the trouble shooting guide......;):P:P:P:P:P:P:P:P:P:P
Nice Vice, looking forward to trying it out....;):cool:
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Post by Professor Paul1290 »

:D YES! :D

Can't wait to try it out! :)
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Post by Wasp89 »

Awesome!
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Post by Von Paulus »

Good. I like the idea.
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Post by Nigel_Strange »

I gave the new system a try. I think the new DC missions are neat. I have some suggestions, though.

1. There should be some place where the distress mission is stored so I don't have to scroll up through the chat log to find it. As I dock at lots of stations, the chat log gets filled up, so it becomes harder to find the original text. As an alternative, you might color the text, if that is possible, so the DC texts are highlighted somehow.

2. When there is a distress call to deliver goods to a planet, that planet must have a city on it. I got a call to deliver some metal to Virgo, but I could not find a city on it from the nav map.

3. I haven't seen all the types of calls, but I hope that the types of goods that are needed in an emergency is fairly narrow. It's amazing how scarce the "common" goods are when you are under a deadline to find and deliver them.

As an aside, here is a story.

I was trying to deliver metal to Virgo. I had 16 units, but I needed 25. I finally found a place selling metal, so I bought 20 units. I thought: maybe I need to have all 25 in one cargo area for the mission to be a success, so I tried to combine the two holds into one. Unfortunately, I am not very proficient with this key combo and accidentally sold the metal back to the station...

...where it promptly disappeared. This leads me to the 4th suggestion:

4. When you sell something that you bought at a station, you should see that in the station's inventory so you can buy it again if you change your mind.

Many Bothans died for this information. [stares off into the middle distance for an unseemly interval]