Add "Encounters" to encourage exploration.

Adamo55f

Well-Known Member
Jul 31, 2020
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The current mission structure seems very limiting for player exploration. A additional system being added referred to as "Encounters" that will randomly generate a variety of unique situations that the player can stumble onto.
  • Hidden reward crates that are placed randomly in the environment, will spawn more frequently if the player travels a kilometer or more from any allied/owned techs. Some crates may have a special locks that can only be opened only under certain conditions. (power, resources, only open during the day/night, block bucks fee, destroy a hostile tech within it's vicinity, have tech(s) worth more than a certain amount of block bucks within it's area, etc.)
  • Raiding party(s) that will attack a player's base or Techs, will/can occur if a player goes on a excessive killing spree or afk for a long period of time.
  • A cargo crate that will only open when brought to a certain location, can be built upon but the player can't attach any Cabs/AI onto it or pick up with their mouse. (You have to "Haul" it)
  • A "Capture" event to reclaim a trade station, keep the designated area clear of hostile techs for a certain amount of time or defeat all enemy waves to reactivate it.
  • A tech requesting the player escort them, the player can protect them as they travel to point A to point B, they will join the player's fleet once they arrive at they're destination or if they're unlucky they can sometimes lead them straight into a ambush!
  • A heavily armored tech hauling a massive load of resources, destroy it to claim them, it will escape if the player fails to destroy it before it arrives at it's destination.
  • A neutral base that's requesting bulk load of a particular resource, if the player supplies them what they requested they can claim the base as they're own, if they decline the base will become hostile.
  • A massive tech that will attack anything friend or foe within the area, they're meant to be a a obstacle to avoid or until you manage to build tech(s) that can take down these behemoths, be ready for a tough fight!
  • and much more!
 
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Geocorp Jumper

Well-Known Member
May 24, 2016
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Encounters 3-6 sound more fitting as missions at the trading station. 8 is more or less invasions (of course, I think invasions could probably use a revisit). Number 5 sounds like the “Defend the friendly tech” missions, but even more annoying because now you’re having to keep up with the guy.

Otherwise, the hidden crates sound fun, the raiding parties would be nice except that I don’t like the idea of being attacked while I’m afk’ing an autominer. 3, 4 and 6 would be very fun missions, so much so I think it unnecessary to make an entirely separate encounters category solely for them.

Number 7, I’m not sure how I feel. I honestly feel that randomly generated GeoCorp missions should be resource-oriented, and other corps should occasionally have an rng mission to collect/sell a resource specific to that corp. I guess I wouldn’t be opposed to running into a guy asking for some resources, as we already got that with Crafty Mike and GC’s npc. However, I don’t feel they should become hostile just because you said no to getting them some resources.
 

Adamo55f

Well-Known Member
Jul 31, 2020
3
3
410
They're meant to be random encounters for the player to run into, and are not linked to the current mission system, and yes, some of them of would have to be overhauled because they're too similar to already existing content to prevent redundancy (the massive tech(s) being too similar to invasions, escort being too similar to defend against the bullies, etc.), and I also agree that being raided for just being inactive is too punishing. As for number 5 the "escort" mission could be a changed into a convoy of techs instead and the player would get increased rewards for each tech that makes it to the goal, a bonus reward would be given if all techs make it safely. As for number 7 it's actually a neutral tech base, not npcs that request the resources, so if you turn down they're request after driving close to them to hear they're offer or fail to deliver the items in timely matter or attack them, they will turn hostile and send techs out in retaliation.
 
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Morningstar

Writing a book and cracking math problems
Apr 27, 2020
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Beijing, China, Earth, Solar System, Orion Arm
Number eight is oddly like invasions, but scaled up. Invaders are meant to be similarly sized to, maybe slightly larger than your current tech. However, I suppose you could have one much more powerful than your current tech (i.e giant missile armed hovership vs your mid-game GSO gun/mortar spammer) and combine it with perhaps number four but in advantageous positions(for instance, there’s only one salt flats for miles along and this thing just plops down on the only trading station)
 

Geocorp Jumper

Well-Known Member
May 24, 2016
318
205
445
Number eight is oddly like invasions, but scaled up. Invaders are meant to be similarly sized to, maybe slightly larger than your current tech. However, I suppose you could have one much more powerful than your current tech (i.e giant missile armed hovership vs your mid-game GSO gun/mortar spammer) and combine it with perhaps number four but in advantageous positions(for instance, there’s only one salt flats for miles along and this thing just plops down on the only trading station)
I do like the idea of a longer drawn out battle. It’d be fun to have this enemy you slowly whittle down even when you have massive dps. I am wary of giving this sort of “mega invader” too much power. If it’s tanking massive damage and has weapons capable of dealing tons of damage, then it’s probably a bit too powerful.