Events

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Lightbringer
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Events

#1 Post by Lightbringer » Nov 27 2006

I have seen mention of population and nature events scattered here and there in these threads. I thought a discussion of them in more detail might be fun. I guess the first order of business is to ask the Goats if they will have a place in 2020?

Mind you, I'm not saying they are needed, but they always added a little spice and realism in games I've played before.

Events based on high and low approval ratings? (lol a railroad worker's strike messing up Feltan's strategic redeployment was what got me thinking on this track...)

Natural disasters? Lord knows I've had a fleet or two that would have bankrupted me to have sunk in a Hurricane.

If this has been discussed but I overlooked the thread, please redirect me. And if the Goats have nixed the idea I can turn my imagination back towards something more fruitful.
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ainsworth74
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Re: Events

#2 Post by ainsworth74 » Nov 27 2006

Lightbringer wrote:I've had a fleet or two that would have bankrupted me to have sunk in a Hurricane.
Jeez, imagine the headlines:

Is our Navy in Safe hands? Thousands dead after huge Hurracain is missed on weather radar!!

I can see it now...

Also I think R/L people might get a tad anouyed if this just happened.
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#3 Post by BigStone » Nov 27 2006

Hav to agree with Ainsworth... those natural events could be quite devastating to the gameplay.

Though events where the player has some control over it would be nice

Think about something like conquer a nukeplant ... and you don't have the nuke-technology.Then there must be a change that thing goes boom....

etc
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#4 Post by Il Duce » Nov 27 2006

...I'm thinking of the major typhoon that almost wasted the US fleet in Tokyo Bay during the surrender of Japan. A 'divine irony' that must have really shaken the faith of the Japanse people. These things do happen. Also of course the 100-year storm in the English channel during the Invasion of Normandy [that ate a Mulberry]. Dunno if I want them to happen to me, but then, sometimes they work in your favor, too.
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Feltan
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#5 Post by Feltan » Nov 28 2006

Random events really add flavor to a game. They make it fun, less predictable and enhance replay. Also, and importantly, if done correctly -- they allow the modding community to really assist in making the game more dynamic.

Categories could include:
- political (scandal, riots, deaths/assasinations, etc)
- economic (strikes, recession/depression, stock surge, etc)
- military (recruiting gains/losses, aircraft maintenance failure grounding, supply problems, etc)
- diplomatic (gain or loss of reputation, inadvertant insults, other events changing relations, etc)
- weather (hurricanes, blizzards, tornadoes, heat wave, drought, etc)
- natural disasters (flood, earthquake, volcano, nuke accident, etc)
- miscellaneous (tech breakthrough, social/society events, etc)

Events need a probablity of occurance and an affect of existing game functions/features.

This could be some low hanging fruit that could really propel the game to new heights.

Regards,
Feltan

dust off
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#6 Post by dust off » Nov 28 2006

Feltan, you described my thoughts on this.

I'd see political, diplomatic, economic as priorities. I also see the way Galactic Civ II implemented it as a pointer to good gaming. Each event gave the leader/player a choice of reaction. The reaction had an effect on the general moral leaning and also had variours costs and bonuses or choices between different losses.

I really think SR would benefit from something like this to give it a more life-like feel. Implementation would need finely balancing and I suspect there would be those who thought that there were too many and too few events.

There are also some 'events' already in the game that we don't get to comment on in a diplmatic way. Wars, weapons development etc.

Problem with this thread is that 'events' are not in the new features list.

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Feltan
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#7 Post by Feltan » Nov 28 2006

dust off wrote: Problem with this thread is that 'events' are not in the new features list.
Not to worry, this is an easy late addition. All the Goats really have to do is define the API, and then events can be added by the boatload by anyone intested in developing them.

API is Application Programming Interface -- basically, the format of how an event needs to be written. Events would be part of a cron job (chronological) that gets calculated daily. For instance, there is a 0.00015 chance of a huricane hitting a given geographic area on any given day between Nov and March between the tropic of cancer and capricorn. All you really need to know is how to code that so the SR engine can read and calculate on a daily basis.

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Feltan

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Khorne
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#8 Post by Khorne » Nov 28 2006

This just in we have recived report that...HOLY **** ITS RAINING DAEMON GOATS!!!!!!!!!RUN OH DEAR GOD RUN!!!!!
Go Home and Die

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#9 Post by red » Nov 28 2006

Events should be borne from how the player is acting and have meaningful effects on the player's actions. Events are otherwise just a cheap and annoying way to make a game look complete. In the games I've played which had events, it was mostly the "stare at the blinking lights" variety. Here I think Paradox games, though GalCiv didn't make much of an impression on me: pick a choice in an event popped almost at random, then work around it in the next second...

I don't see events being meaningful to the game in the abscence of a complete system which is very tightly tied to the fundamentals of the game and stands to both cause and be affected by events--in other words, something far beyond an API for modders. Even then, I would put it far below AI in priorities.

More than anything else, what creates ambiance in games is for me the presence of many AIs which appear to have their own agendas in the abscence of the human and understanding of other players' actions. Civilization IV did this very nicely, and had no events. I gather this is very difficult, but it does a great deal more for the game than events.

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Feltan
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#10 Post by Feltan » Nov 28 2006

Shall we take a vote on who the party pooper is? :lol:

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#11 Post by Il Duce » Nov 28 2006

...I think red's getting at the idea that any events should basically be a wry and subtle comment on the finesse of the player: that is, if you attack the game with blunt force, you run into a wall. On the other hand, if you take advantage of subtle opportunities in a thoughtful way, you get rewarded. Although reality doesn't always work that way, aren't we playing these things to escape reality?

This would be a nice feature, but I also agree that it doesn't make up for a lack of similar finesse on the part of AI players.
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#12 Post by red » Nov 29 2006

I had a labored reply and everything, but you know what, I would bet that there is simply no thought about adding an events system with their schedule and this issue is already decided without us. :wink:

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#13 Post by Lightbringer » Nov 29 2006

...well I did invite them to nip this in the bud, but I imagine they don't mind taking our temperature on the subject. :roll:

I lean towards the side of reactive events over purely random or statistical happenings. I don't feel they would be a necessary addition to 2020, but they might be a nice twist in 2030. :wink:
"Socialism is a philosophy of failure, the creed of ignorance, and the gospel of envy, its inherent virtue is the equal sharing of misery.” -Winston Churchill

dust off
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#14 Post by dust off » Nov 29 2006

Even then, I would put it far below AI in priorities
As much as I'd like to see events added at some point, I'd have to agree that the precious coding time would likely be better spent on the Ai and other priorities. Also agree player and AI actions would be the best trigger for events, and that they should have meaningful consequences. All of which would likely mean significant coding time. Let's not forget 2020 is shooting for 2007.

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#15 Post by nghtmre15 » Nov 29 2006

dust off wrote:I'd have to agree that the precious coding time would likely be better spent on the Ai and other priorities.
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