Mini Static Encounters - Nomad Camps, Rare Metals, etc.

The place to request or suggest new ideas and features.
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Karrade
Posts: 5
Joined: Mon Sep 30, 2013 9:52 am

Mon Sep 30, 2013 6:42 pm

Small spawning encounters that add some variety to the travelling. Travelling is a big part of this game for many, so why not spice things up a bit.

The encounters function as a patrol would, only often they remain static, staying until you leave the area. Here are some ideas.

Nomad Camps:
A small collection of desert tents, offering basic items for trade. Perhaps you'll find someone willing to join you here, perhaps you'll find they'll go hostile (small chance) if they see you are very well off. Perhaps tribals occasionally, perhaps refugee's, or deep desert dwellers etc.

Water Hole or Rare metal find:
Like an oasis only its a temporary spring or rare metal deposit, its only there for a short while. A cluster of bandits, individual looting opportunists or civilians from a random faction spawn there with it.

Caravans/Pack animals.
Either destroyed or killed by bandits (with some bandits still around), or damaged and unable to move their wagons/animals at your mercy.

Funeral mounds:
Either a service still going on, or a lone casket laying around, pyre's burning and banners held high (in keeping with the chinese funeral theme.) - Random faction or just civilian.

Refugee's passing through. - Random faction or civilian.

Cave (a hole in the ground), what's inside? Those who can't show their face in the light of day?

Sandstorms, or dust eddies avoid them! :) They might occasionally begin to move :D, with this physics engine that would be fun.

Slave Train - Caged Prisoners
A cluster of disease carriers, bandits, cannibals, slaves, (random faction prisoners) for sale or for execution. Either you can buy them, pass on by or free them.

Lone wanderers (If you like make them heroic/infamous names from a list, which you can bounty hunt)
Just like the player, small groups not belonging to any faction, with no history but their journey. Neutral/Hostile or Helpful - Random loot/strength

*Looked through the suggestions list but didn't find this specifically covered.

Mafearaak
Posts: 210
Joined: Sun Jun 02, 2013 11:11 pm

Tue Oct 01, 2013 2:24 am

Like this

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iSuck345
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Location: Why wold you want to know where a 14-year old lives? O.O

Tue Oct 01, 2013 5:13 pm

I really like theese sugestions.
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lavagninogm
Posts: 38
Joined: Sun Mar 24, 2013 7:29 pm

Wed Oct 02, 2013 8:47 pm

I like all of these suggestions too. Wish I could up vote on these forums lol

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Danzigsam
Posts: 114
Joined: Thu Sep 19, 2013 9:50 pm
Location: Florida, USA

Wed Oct 09, 2013 11:30 pm

Only way to upvote is to reply, I guess. I also like this suggestion.

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philthymcnasty
Posts: 736
Joined: Wed Apr 10, 2013 11:57 pm

Mon Oct 14, 2013 11:13 pm

Some of this will be implemented. Prospecting is supposed to be used in the future for finding iron, water, and farmland. this means that base building in the future will be crazy hard.

I think that rare metals are a great idea. Instead of spending money for upgrading the research bench, maybe go out and find a rare metal to make into a component for the next level. It would also force your scientists out into the nasty desert to prospect, and open up for some moar adventures.

scaryman
Posts: 1
Joined: Mon Oct 14, 2013 7:35 am

Tue Oct 15, 2013 7:42 am

All these ideas are great. I've been thinking about the rare metals as well.

Currently i find myself sitting in my town with most of my guys, defending off the small attacks here and there and having one or two fellas trading in other towns. If we had the rare metal deposits, you would then have to create a small outpost so be able to mine those metals and carry them back to your city. This would make defending two places at the same time more difficult and also open up the ideas of how you can use these metals (better armor, high value items, can only trade for specific items).

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