Let's Brainstorm some Events/Scenarios

General discussion about the game.
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anjovi
Posts: 2
Joined: Thu Sep 20, 2012 1:16 am

Let's Brainstorm some Events/Scenarios

Post by anjovi »

hiya folks! Really enjoyed the game and thought that a post was needed to gather everyone to one spot to mix idea's for the modding of the game. This thread is based on the events, and scenario's you come across. I figured since it was mainly text based (with a ship thrown in here and there....no idea how that works) it'd be alot less daunting to inspire those who are able to.

I just place a O#) for the outcome.

I'll start with one (excuse the bad writing...hehe):

Upon entering this nebula *insert crew member* has insisted on hearing voices of an "etheric" quality. It appears to be sending messages to him through visions or illusion. While questioning him/her an abrupt interruption is made by him/her explaining that there must be some sort of vessel that is broadcasting a distress through telepathy.

What do you do:
1. Wait for FTL to charge and get the hell out of there?
O1)He/her goes berserk, and begins wreaking havoc on the ship, you've lost one crew member to a pistol shot.
O2)He/her goes berserk, and begins wreaking havoc on the ship, fortunately minimum damage was done to the ship.
O3)He/her goes berserk, fortunately he is shot before doing too much damage.
O4)You get out everything appearing to return to normal. Good riddance!

2. Stick around, and search the nebula for this mysterious being?
O1)You find what appears to be a normal ship but the most alien creature on board that you never remembered seeing in your years of travel. You discover that the crew aboard the ship have all been gruesomely slain but it is too late! The creature is aboard your ship, and has possessed *insert crew member* into a frenzy as he moves to attack you!

ending: you slay the creature fortunately saving *insert he/her* you find that there ship is still in perfect condition, and better yet full of supplies! you take what you can, and leave for the next section.

O2)You find what appears to be a normal ship but the most alien creature on board that you never remembered seeing in your years of travel. The ship is other wise in perfect shape and has full stores, the creature seems to be un phased by your crew. They scrounge up what they can and you take leave to the next section.
Zaffre
Posts: 144
Joined: Tue Sep 18, 2012 5:09 pm

Re: Let's Brainstorm some Events/Scenarios

Post by Zaffre »

With the Zoltan ship, this needs to happen.

As the jump finishes, your scanners detect a derelict ship, seemingly abandoned. Suddenly, a teleporter signal is recieved. Intruders have teleported from the ship!

1. Continue...
2. (Zoltan Shields) Immediately raise your Zoltan energy shields.

Option 1

O1) The intruders teleport onto your ship before you have a chance to react. The ship explodes; the power surge of the teleporter was too much for the damaged ship.

Option 2

O1) You detect lifeforms appearing outside of your ship's Zoltan shields. They try to get in, but can't get through, and succumb to asphyxiation. You scrap the derelict ship for any useful parts and find a functional weapon!

Reward: Fuel, Scrap, Random weapon
TrashMan
Posts: 21
Joined: Wed Sep 19, 2012 9:02 am

Re: Let's Brainstorm some Events/Scenarios

Post by TrashMan »

You find a hospitable planet with an industrial-age civilization on it. Yet you also detect the remains of a downed ship.

1) Teleport down to the ship investigate
2) Teleport down and attempt to barter with the locals.
3) Leave.



R1 - you find the ship has been picked by the locals already. While there is still some stuff left, it's not as much as you'd hope.
1) Take what you can anway
2) Leave it and try to talk with the locals (GOTO 2)


R11 - you gather some scrap and drone parts, but before you can finish the local jump you.
They accuse you of desecrating a holy site, the punishment for which is death.
The only way to prove your innocence is a gladiatorial battle to the death.
1) Tell your crew to open fire. There's many of them, but you got advanced weaponry.
2) accept their terms (pick a crewmember to fight)

R11a - you crew emerges victorius (high crew count/fighting skill) and you retreat.
R11b - you emerge victorious, but not wihout taking losses


R2 - you attempt to barter with the locals for the pieces of the ship. They however consider it holy and the negotiations aren't going well.
1) Intimidate them using your ships weaponry to destroy a nearby hill
2) Offer one of your own pieces of equipment in exchange. (select equipment to trade)
3) Offer knowledge in exchange. Your crew will have to stay here for a while to teach the locals some basics, giving the rebels time to close.

R21a - the might of your ships weapons leaves them in awe and fear. They give in to your demands
R21b - while your weapons are mighty they call your bluff and refuse.
R21c - enraged by your audacity they attack. Sorounded by all sides you barely make it out alive (crewmember dies)


R22 - satisfied by this, they give you one of their "holy artifacts" in exchange and a few pieces of scrap.

R23 - extreemly impressed by the immense scientific knowledge you possess, the local are very greatfull for what little you tought them. They happily reward you with scrap and artifacts.
Evbomb
Posts: 3
Joined: Wed Sep 19, 2012 2:15 am

Re: Let's Brainstorm some Events/Scenarios

Post by Evbomb »

i can't think of anything at the moment, but I thought I'd bump this to the front page for others who might have some.
Icehawk78
Posts: 230
Joined: Tue Sep 18, 2012 4:55 pm

Re: Let's Brainstorm some Events/Scenarios

Post by Icehawk78 »

I responded to a similar post in the FTL subreddit, but for mod-makers, if anyone is able to figure out how to fire events upon game start (specifically, any way to activate an event that gives you stuff, through whatever means necessary, without requiring the player to travel to a nearby star and flood the base system with useless events) then I've mapped out an event sequence that will allow you to essentially play "random ship" mode for everything but layout.
Alblaka
Posts: 98
Joined: Thu Sep 20, 2012 1:41 pm

Re: Let's Brainstorm some Events/Scenarios

Post by Alblaka »

Some generic information you guys could need:
The outcome of an event-choice is ALWAYS random-driven and CANNOT be influences by any stats.
Code-wise, a choice can be linked to 1 or more events formed to a list. The next event will be picked ad random, it's not possible to do a "if shield is high enough do that, if not, do that"-like check.
Event's can be linked into each other without problems
F.e. choice 1a and 2b can lead to the same event 3, there's no issue here.
Blue Choices are always linked to ONE condition. Conditions can be presence of specific crewman, presence of a specific weapon or agumention, or a min-level of a system. Keep in mind Players CAN choose not to pick the Blue Choice, thus it's sort of impossible to create 'negative' Blue Choices (unless you lure the player into using them).
Targeting Crew Members There are some code tests in some unused event files, indicating FTL-devs themselves tried to create events which would adress specific crewman and use their names. Since there are only a few of these events and all are disabled, chances are high it didn't work out well.
Accordingly, it is NOT possible to specifically 'pick' a crew member and identify his names or class.
I'm not 100% sure, but it doesn't seem to be possible to remove '1 Engi' from the crew either, it simply removes a randomly picked crewmember.
Ship Interaction
It's possible to add/remove damage to the Ship's hull, as well as disabling a ship's systems (in theory infinitely). There are no indicators as to how cause hull breaches or fire's via Event.
It's possible to 'spawn' any sort of ship and add custum retreat/surrender events. It's possible to 'link' multiple ships in a row (defeating ship 1 will spawn ship 2). (<< There are disabled codelines indicating that was an earlier behavior of the rebel-fleet, constantly throwing infinite numbers of ships at you).
Quests
Quests have a simple, un-alterable functionality: You can 'queue' up a Quest event at any point of any event. The game will either add a Quest Marker in the same or in the next sector. Upon visiting the Quest Location, the queued Event will trigger.
It's possible to add an infinite number of Quests with the same event. As well it's possible to create 'campaigns' by linking multiple quests into each other (though if such campaigns start in sector 7, you may not be able to finish them in time).


That's all I remember right out of my head, feel free to ask anything else code-related to events and I'll try to answer it.
Why I post this? Becasue there's no use in designing some events which can't be implemented, f.e.
R11a - you crew emerges victorius (high crew count/fighting skill) and you retreat.
As well, I'm currently working on a mod intending to add new weapons, sectors and events (since that's pretty much all you can add without overriding old elements), thus this BrainStorm could actually end in some use, after all ;)

I responded to a similar post in the FTL subreddit, but for mod-makers, if anyone is able to figure out how to fire events upon game star
The first message is an event by itself and can be edited. That's the base of the 'More Scrap On Start' mod example given with GMM.
Greetz,
Alblaka
BlackAlpha
Posts: 33
Joined: Mon Sep 17, 2012 6:39 pm

Re: Let's Brainstorm some Events/Scenarios

Post by BlackAlpha »

Brainstorm events? Easy. Simply copy every Star Trek episode, make some adjustments to make it work ingame.
Alblaka
Posts: 98
Joined: Thu Sep 20, 2012 1:41 pm

Re: Let's Brainstorm some Events/Scenarios

Post by Alblaka »

BlackAlpha wrote:Brainstorm events? Easy. Simply copy every Star Trek episode, make some adjustments to make it work ingame.
Somehow I feel like that could be turned into an interesting Mod Idea.
Greetz,
Alblaka
Icehawk78
Posts: 230
Joined: Tue Sep 18, 2012 4:55 pm

Re: Let's Brainstorm some Events/Scenarios

Post by Icehawk78 »

Alblaka wrote:The first message is an event by itself and can be edited. That's the base of the 'More Scrap On Start' mod example given with GMM.
Er... from what the other person on Reddit said, it sounded like the first message was an event, but when s/he tried to fire any "give stuff" (including scrap) events, it simply displayed the text from that event, but didn't actually *give* anything. If I recall correctly, my assumption with the 'More Scrap On Start' mod would be that it mods the base ship blueprints to up their scrap amounts.
Alblaka
Posts: 98
Joined: Thu Sep 20, 2012 1:41 pm

Re: Let's Brainstorm some Events/Scenarios

Post by Alblaka »

Icehawk78 wrote:
Alblaka wrote:The first message is an event by itself and can be edited. That's the base of the 'More Scrap On Start' mod example given with GMM.
Er... from what the other person on Reddit said, it sounded like the first message was an event, but when s/he tried to fire any "give stuff" (including scrap) events, it simply displayed the text from that event, but didn't actually *give* anything. If I recall correctly, my assumption with the 'More Scrap On Start' mod would be that it mods the base ship blueprints to up their scrap amounts.
Nope, it simply adds a high-reward to the first event, posing as an example on how to rewrite events via the append system ^^
Though admittedly, the few times I (more or less intentional) used the example mod, I didn't watch the scrap count (was more busy firing imba-modded lazers with 20shot at enemy scouts :3) thus I can't exactly confirm whether it was functional at all.
Greetz,
Alblaka
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