derailed thread
Posted: Sat Mar 11, 2017 5:58 pm
Basically if the engine starts to output too much energy or starts malfunctioning/going critical, it'll spawn bluespace portal things. These might have different random effects, one might act as a hostile mob spawner, one might EMP, one might work like a powersink, others could start localized random events (wormholes, pyroclastic anomalies, radiation storms, gravity malfunction, etc.)
Maybe make it so they all drain some power from the engine while active?
To get rid of them, you'd have to go inside and do a little mini "dungeon" kind of thing:
\PvE fight against mobs,
solve a little puzzle (zelda style dungeon puzzles, layton riddles, figuring out how to activate a device similar to science/mining artifacts, etc.),
getting through a maze,
getting through some sort of hostile environment (lots of lava or fire, irradiated areas, low/high pressure, filled with gases like N2O, freon, plasma, etc., very dark,)
At the end there'd be some way to deactivate the anomaly as well as a portal out.
I think the main reward should be that the anomaly is closed and you don't have to deal with it, but maybe some form of loot would be neat? I think it would be interesting to have people really try to work the engine to get more anomalies to spawn so they could farm them if they're up to it. I'm not really sure what to give though. I don't know what would really be balanced or appropriate to put inside, but maybe neat little toys or useful items. Maybe a bottle of a rare chem, or a powertool, maybe it could spit out anomalous crystals rarely, I dunno.
Edit for an alternate implantation of this that doesn't require mapping a bunch of new things and putting them on a z-level or something:
Maybe instead of all of this, have the anomalies function similar to STALKER (http://pid.bungie.org/Roadside_Picnic_Artifacts.html) and have them appear on the station. I'm not entirely sure how this would work, either they come and go on their own or give the players some way to make them go away. Maybe have an item at the center that has to be activated similar to anomalous crystals. If you can figure out how to activate the anomaly, it'll kill the effect. Re-activating it causes the anomaly to start up again. Maybe people can find a use for em after they deactivate them.
Maybe make it so they all drain some power from the engine while active?
To get rid of them, you'd have to go inside and do a little mini "dungeon" kind of thing:
\PvE fight against mobs,
solve a little puzzle (zelda style dungeon puzzles, layton riddles, figuring out how to activate a device similar to science/mining artifacts, etc.),
getting through a maze,
getting through some sort of hostile environment (lots of lava or fire, irradiated areas, low/high pressure, filled with gases like N2O, freon, plasma, etc., very dark,)
At the end there'd be some way to deactivate the anomaly as well as a portal out.
I think the main reward should be that the anomaly is closed and you don't have to deal with it, but maybe some form of loot would be neat? I think it would be interesting to have people really try to work the engine to get more anomalies to spawn so they could farm them if they're up to it. I'm not really sure what to give though. I don't know what would really be balanced or appropriate to put inside, but maybe neat little toys or useful items. Maybe a bottle of a rare chem, or a powertool, maybe it could spit out anomalous crystals rarely, I dunno.
Edit for an alternate implantation of this that doesn't require mapping a bunch of new things and putting them on a z-level or something:
Maybe instead of all of this, have the anomalies function similar to STALKER (http://pid.bungie.org/Roadside_Picnic_Artifacts.html) and have them appear on the station. I'm not entirely sure how this would work, either they come and go on their own or give the players some way to make them go away. Maybe have an item at the center that has to be activated similar to anomalous crystals. If you can figure out how to activate the anomaly, it'll kill the effect. Re-activating it causes the anomaly to start up again. Maybe people can find a use for em after they deactivate them.