FTL Style-Random Encounters
Posted: Thu Oct 05, 2017 4:48 pm
Nice way to get ghosts in the round/cause conflict with the station:
Pirates:
Yarr! All pirates have an objective to steal a high risk item (same for whole team) or a certain amount of cash and fuel for their ship so they can leave. Scales with population, but for every half hour the round has gone on, a pirate is added until it reaches a max of five. (Because of RND getting better loot later on, three pirates could not take on a mech in lowpop after an hour and a half)
Armed with energy cutlasses, surplus rifles, and the captain gets his own nagant revolver. They can choose their landing spot similar to nuke ops.
Distress Beacon:
Will be 1 of 3 things: Hostile aliens, actual call for help which is divided even further into various types, and a Syndicate scout. Three minutes after the ship is placed in near-station space, an announcement is created.
Hostile Aliens:
Only spawns past two hours. Layout similar to what would be a trade ship with somewhat valuable loot to make it worth checking out. A few dead bodies lying around, and three live aliens- a drone, hunter, and sentinel. Several unopened alien eggs are lying around. Should be obvious what is intended to happen here- Aliens can get to the station and take over.
Syndicate Scout:
Small Syndicate ship with the ability to use syndicate comms/given codewords. Can interface with onstation traitors to give them loot/support. Their main goal is to defend their ship until backup can arrive, and only bail out if there's no other option. Both scouts are heavily armed, this is meant to be a challenge. There's also high-tier Syndicate loot onboard.
Actual Distress Call:
Needs fuel: Crew of three in a relatively small cargo ship spawns in near-station space, their job is to acquire fuel for their ship (legally or illegally) while keeping as much of their cargo as possible. Upon acquiring fuel they have the ability to launch and then their ship will act as a white ship basically- they can go between the derelict, lavaland, station, and random area in space. Onboard, they have a console and teleporter used to sell thing for money- their goal is to earn a certain amount of money for themselves. The cargo onboard their ship will never be enough to accomplish this, but they can get $$$ by trading with the station for more valuable items (guns for plasma/tech disks) or stealing.
Alien takeover: Similar to the hostile aliens event, except this will spawn spiders instead, and there's crew onboard trapped in the cockpit and a few other rooms, very lightly armed. Near the rear of the ship after fighting through tons of spiders, there's mid-tier loot. Beyond that, same goal as the "needs fuel" event- get X amount of cash.
Massive Hull Damage: Absolutely wrecked cargo ship with very little actual loot, main benefit is rescuing the three-four crewmembers for extra help onstation. (or more likely, four extra criminals for security to catch.)
NT Prisoner Ship: Set up as a well, prisoner transport ship. Four prisoners onboard and a few already-dead security guards for loot, plus an armory for prisoners to take from. Two minutes after landing, the prisoners can set the pilot console to launch to deep space. At the same time, Centcomm will give the announcement that there are prisoners attempting a hostile takeover of one of their ships. To add extra incentive for the station to stop them, Centcomm gives a rough location and adds that there may be a reward involved if security can bring them back alive. If hostile takeover is completed properly, which takes almost seven minutes, then prisoners can launch to deep space similar to white ship, visit the derelict, check out lavaland, etc. (essentially they're free!) Additionally, they get the option to fire cannons on the side of the ship at the station causing meteor level damage once the takeover's complete. (They could use this as a bargaining chip, ie You let us go and we won't fire BSA!)
I'd actually be happy to map all of these if someone's willing to code it and if someone even managed to code one I can probably take from their example and do the remainder.
Pirates:
Yarr! All pirates have an objective to steal a high risk item (same for whole team) or a certain amount of cash and fuel for their ship so they can leave. Scales with population, but for every half hour the round has gone on, a pirate is added until it reaches a max of five. (Because of RND getting better loot later on, three pirates could not take on a mech in lowpop after an hour and a half)
Armed with energy cutlasses, surplus rifles, and the captain gets his own nagant revolver. They can choose their landing spot similar to nuke ops.
Distress Beacon:
Will be 1 of 3 things: Hostile aliens, actual call for help which is divided even further into various types, and a Syndicate scout. Three minutes after the ship is placed in near-station space, an announcement is created.
Hostile Aliens:
Only spawns past two hours. Layout similar to what would be a trade ship with somewhat valuable loot to make it worth checking out. A few dead bodies lying around, and three live aliens- a drone, hunter, and sentinel. Several unopened alien eggs are lying around. Should be obvious what is intended to happen here- Aliens can get to the station and take over.
Syndicate Scout:
Small Syndicate ship with the ability to use syndicate comms/given codewords. Can interface with onstation traitors to give them loot/support. Their main goal is to defend their ship until backup can arrive, and only bail out if there's no other option. Both scouts are heavily armed, this is meant to be a challenge. There's also high-tier Syndicate loot onboard.
Actual Distress Call:
Needs fuel: Crew of three in a relatively small cargo ship spawns in near-station space, their job is to acquire fuel for their ship (legally or illegally) while keeping as much of their cargo as possible. Upon acquiring fuel they have the ability to launch and then their ship will act as a white ship basically- they can go between the derelict, lavaland, station, and random area in space. Onboard, they have a console and teleporter used to sell thing for money- their goal is to earn a certain amount of money for themselves. The cargo onboard their ship will never be enough to accomplish this, but they can get $$$ by trading with the station for more valuable items (guns for plasma/tech disks) or stealing.
Alien takeover: Similar to the hostile aliens event, except this will spawn spiders instead, and there's crew onboard trapped in the cockpit and a few other rooms, very lightly armed. Near the rear of the ship after fighting through tons of spiders, there's mid-tier loot. Beyond that, same goal as the "needs fuel" event- get X amount of cash.
Massive Hull Damage: Absolutely wrecked cargo ship with very little actual loot, main benefit is rescuing the three-four crewmembers for extra help onstation. (or more likely, four extra criminals for security to catch.)
NT Prisoner Ship: Set up as a well, prisoner transport ship. Four prisoners onboard and a few already-dead security guards for loot, plus an armory for prisoners to take from. Two minutes after landing, the prisoners can set the pilot console to launch to deep space. At the same time, Centcomm will give the announcement that there are prisoners attempting a hostile takeover of one of their ships. To add extra incentive for the station to stop them, Centcomm gives a rough location and adds that there may be a reward involved if security can bring them back alive. If hostile takeover is completed properly, which takes almost seven minutes, then prisoners can launch to deep space similar to white ship, visit the derelict, check out lavaland, etc. (essentially they're free!) Additionally, they get the option to fire cannons on the side of the ship at the station causing meteor level damage once the takeover's complete. (They could use this as a bargaining chip, ie You let us go and we won't fire BSA!)
I'd actually be happy to map all of these if someone's willing to code it and if someone even managed to code one I can probably take from their example and do the remainder.