Tried to already do a lot of the work myself but I know it won't work yet and I want some stuff added as well.
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<event name="DISTRESS_Science_station" unique="true">
<text>You arrive at a small research station. The place seems swarmed with a type of large but docile space creature. A hail comes in from the station asking for help</text>
<distressBeacon />
<choice hidden="true">
<text>Promise to help.</text>
<event>
<text>"You no doubt have seen the creatures surrounding the stations. We want one for research preferably alive. Our ships aren't equipped for this." You go over your options.</text>
<choice hidden="true">
<text>Chase after one</text>
<event load="DISTRESS_Science_BORING" />
</choice>
<choice hidden="true" req="WEAPONS_ION">
<text>Try and stun one with your Ion weapon</text>
<event>
<text>After a few volleys, the ion finally stuns one. You deliver it to the station."I've never seen a weapon like that before! Thanks for your help. Please accept this reward."</text>
<autoReward level="MED">standard</autoReward>
</event>
</choice>
<choice hidden="true" req="Engine" lvl="4" max_group="0">
<text>(Engine) No giant space alien will outrun this ship.</text>
<event>
<text>You ram into one and manage to knock it out. Crude, but effective.</text>
<autoReward level="MED">standard</autoReward>
</event>
</choice>
<choice hidden="true" req="ION_STUN">
<!--DLC!-->
<text>(Ion Stunnner) Easily stun one of the creatures.</text>
<event>
<text>You use your ion stunner to quickly stun a creature and deliver it before it wakes up. "What a prestine specimen ! This will help us greatly. Thanks." </text>
<autoReward level="HIGH">standard</autoReward>
</event>
</choice>
<choice hidden="true" req="Weapons_Beam">
<!--DLC!-->
<text>(Beam weapon) Fire your beam at the creatures</text>
<event>
<text>You manage to hit one with a beam and end up killing it. "Well, it's dead but we can still get some research done. Thanks, I guess."</text>
<autoReward level="LOW">standard</autoReward>
</event>
</choice>
<choice hidden="true" req="ghost">
<text>(AI Avatar) "Sir, I believe I can be of assistance here."</text>
<event>
<text>The AI Avatar steps out of the airlock and emmits a high pitch scream. One of the creatures starts following the ship and you manage to safely deliver it. The Scientists quickly subdue it and offer you a reward. "A mating call huh? Never thought of using that."</text>
<autoReward level="HIGH">standard</autoReward>
</event>
</choice>
</choice> -->
</event>
</choice>
<choice hidden="true">
<text>Leave them alone.</text>
<event>
<text>You don't have time for this and prepare to jump.</text>
</event>
</choice>
</event>
So I don't know how all this works, but standard option would result in a roll for success or failure but would always end up in the fleet advancing. With a success being the same outcome as with improved engines and a failure would be something along the lines of : You decide these things are simply to fast for your ship, by now the rebels will have advanced quite a bit and it's best not to dawdle any longer.
The one with the ion weapon requirement would also advance the fleet, no hull damage
The one with upgraded engines would cause minor hull damage, no fleet advancement.
And I believe those with ion stunner and AI avatar (I believe they are "ghost" in the blueprint department), are fine as is I believe.
Maybe also add an option at the start to rather then help them to attack the station and "save the animals" or something resulting in a fight with a station.