Post
Sat Oct 11, 2014 1:01 pm
#32
by Hyperion
Home is where the Ship is
No stations (except jumpgates) trading has to be by planet, or via carriers that have a trading module. Flotillas will be much more common.
What's a planet?
No planets, anywhere, ever. just asteroids and ice and space...
Beginner's Luck
The first kill you make will be a 1 hit kill, the first time you mine, it will be the motherlode of a highly valuable resource, applies to AI too. watch out for the new guys.
Children of the Corn
Players under a certain age get a bonus on mining, research, and farming(if it exists) for every player above that age they kill.
Dead is Dead is... oh god, Zombies!
All ships have a very small chance of reanimation after death. They join the Highly Aggressive(low in everything else) Zombie faction which all others will attack first, even if otherwise enemies. Anything killed by a zombie always becomes a zombie. Zombies heal from damage, but have a slowly decreasing maximum health that finishes them off when it reaches 0. Zombies can be killed permanently only by using a special ammo, hitting the control module. Zombies can be cured and resurrected to their former selves (personality wise) with a different kind of special ammo hitting the control module. If the human becomes a zombie, they will be shown time until death, and they must be hit by the cure ammo before time runs out or game over. (Optional: Player always becomes a zombie on death) Some visual changes while a zombie would be cool too
Fugue State
Every so often, you will find yourself suddenly transported to some distant place, your assets may be changed, your reputation may be changed, you may have a bunch of new bookmarks/data points, you may have new friends or new enemies... Time has passed, you had an adventure, and you cannot remember what the hell you just did... Maybe you should start a new life, maybe you can go back to what you used to do, maybe you can't go back...
(Frequency of episodes correlates inversely to changes), the more frequent the episodes, the less dramatic the changes. Either player controlled or random.)
Lady luck, she comes in Waves
Periodic bonuses the combat, research, mining, trading, relationships, etc. (maybe all at once, maybe different at any given time). However, other times nothing ever goes your way, and penalties on everything.
Lady Luck comes in Tsunamis
One day you are suddenly rich, powerful and respected, massive bonuses to everything you do. But not too long later, everything comes crashing down, you lose everything, everyone hates you and you face huge penalties for everything, but then if you service, come back the great times. For optional fun, it can apply to all players, who have different rhythms, and sometimes everyone is rich and happy, while sometimes everyone Is poor, miserable and hated.
Diamonds in the sky
Stars are minable, and produce vast quantities of all sorts of resources... If you can get close enough.
Sacrifices
Killing enemies gives a small, short-term bonus in mining, research, speed, and farming. Killing your allies gives you a large, long-lasting bonus in combat. Killing someone with a sacrificial bonus transfers that bonus to you. Especially good if the AI understands this. (an aggressive army may turn on each other, and leave only a sole fighter with super strength)
Do it yourself!
No missions. if you want it done...
Scrambled stars, coming right up
Every so often, the wormholes rearrange themselves. Each system keeps the same number, and they don't move within a system, but the connections to any system within a cluster now changes...
That's enough for now.
Challenging your assumptions is good for your health, good for your business, and good for your future. Stay skeptical but never undervalue the importance of a new and unfamiliar perspective.
Imagination Fertilizer
Beauty may not save the world, but it's the only thing that can