Improved Random Events & Coming Up With New Random Events

Users who are viewing this thread

What about events, that only have positive, or negative outcome, but not both? It would be nice, if the game threw some nasty events to the players face, from where the player would not be able to "buy out" himself.
 
One I was thinking of last night that could lead to a Rare/Unique Item (if those are to be introduced):

Req's: Must own a village, have recruited at least once from it and have at least 50 relations with the villagers, Kingdom slider must be in the 'Free Subjects' range, activation upon first visit after previous req's are met during dawn or morning.

Event: Dialogue: Farmer "My Lord, the people here regard you more as a friend than an overlord, and you've given a few of us the chance to serve with you on the battlefield before, so a few of us were wondering if you'd care to join us for a day helping on the fields and getting to know the rest of the village."

Option 1: It would be an honour to spend a day with you, friend. [Party remains in village until midnight, Item awarded: {"Gloves of the People" 5 Armour, + 20 morale and -10% Wages to non-Noble troops of the village's culture, + 5 Morale to non-Noble troops of other cultures and all non-Noble companions, - 5 Morale to all Noble troops/companions}, + 10 Village Relations, + 5 Honour, Noble troops and companions in the party lose 20 Morale]

Option 2: I would enjoy that greatly, friend, but have other business to attend to at the moment. I shall return within a week. [Quest: "Spend a day with your villagers" - Must be completed in 7 days. If completed: Option 1 consequences happen, if not: - 5 Village Relations, - 2 Honour]

Option 3: Perhaps I should reassert my authority over you, then; it is not the place of a Lord to get too friendly with his subjects. [- 5 Village Relations, Event cannot be activated for 1 month even if 50 Relation threshold is crossed in that time, if Player is King of Village Faction: + 1 Serfdom Slider]

Option 4: What nonsense is this? Get back to work, peasant; my time is precious, and I care not to waste it with those of your ilk. I shall double your taxes for a week for such insolent behaviour. [- 20 Village Relations, - 10 Honour, Village Taxes doubled for 1 week, 25% chance of village losing 20 population when double taxes are taken, - 10 Morale to all non-Noble troops and companions, + 5 Morale to all Noble troops and companions, Event cannot be activated for 2 months, if Player is King of Village Faction: + 2 Serfdom Slider]



Not sure if that is implementable, though.
 
krist said:
What about events, that only have positive, or negative outcome, but not both? It would be nice, if the game threw some nasty events to the players face, from where the player would not be able to "buy out" himself.

How about:

Requirements: Must have Relations of -10 or less with at least one Lord, or be at war, to be checked every day with a 2.5% chance of happening.

Event: One of your soldiers informs you that the troops believe that your Party's water has been poisoned and that your Army is falling ill.

If in very close proximity to non-enemy Village/Town/Castle when Event occurs, then Effect: [10% chance on each troop for them to die, 25% chance on each troop, companion and yourself to get 'Wounded' status]

If not in close proximity to non-enemy V/T/C when Event occurs, then Effect: [20% chance on each troop for them to die, 50% chance on each troop, companion and yourself to get 'Wounded' status]

% chance of death and woundedness reduced by 1% for each level of Party 'First Aid' Skill.


The idea behind the effect being lessened if very close to a non-enemy settlement is that you can quickly get some form of aid/fresh water to try to help your Party.


Perhaps the mechanic for this could also be used to give the Player the same opportunity to inflict this on an enemy Lord, at a cost of denars and a hefty chunk of Honour.
 
krist said:
What about events, that only have positive, or negative outcome, but not both? It would be nice, if the game threw some nasty events to the players face, from where the player would not be able to "buy out" himself.

I agree, people sometimes just like to post totally fantastical events with no negative consequences whatsoever. I suggest you guys elaborate some nasty events too, where the player has to decide which of the negative bonuses he is willing to take instead of others.
 
Lannistark said:
I agree, people sometimes just like to post totally fantastical events with no negative consequences whatsoever. I suggest you guys elaborate some nasty events too, where the player has to decide which of the negative bonuses he is willing to take instead of others.

Very well.. you've brought this upon yourselves:

Event: Mutiny

Requirements: At least one companion and took heavy casualties (or worse) in recent battle.

Happens during the night.

A deep pain erupts in your back. Startled, you turn around sharply, the pain is momentarily blinding and you hear an arrow whistle past your ear. You call out to your men for aid but hear only adrenaline-fuelled shouts in return.

You have only a few seconds to decide what to do; flee, or fight?

Option 1: Flee. [- 5 Honour, Chance of success based on your Athletics/Riding (depending on whether you are on horseback or not) Skill, to a maximum of 60% from a base of 10% (5% chance increase for each level). If successful: Appear on world map a little distance away from your original party (now led by the Companion) with a maximum of 5% of the most loyal of your previous troops (actual % varies between 0 and 5% and determined by your Leadership Skill played against the Companion's Leadership Skill) and half your carried wealth. If unsuccessful: Become a prisoner of your original party (led by the Companion), losing all wealth]

Option 2: Fight! [+ 2 Honour, Enter battle with between 10-20% (dependant on your Leadership and Persuasion Skill with both offering up to 5% extra each (0 Leadership, 5 Persuasion: 12.5%, 8 Leadership, 6 Persuasion: 17%) of your Party's troops against the rest of the Party (if that is more than you have set to allow on the battlefield, equivalent %s to be used)]

If battle is won, you corner the Companion and either persuade them to rejoin the Party (requires HIGH Persuasion), capture them as a Prisoner (after being sold to a merchant, they will appear in Taverns after a while, and you can persuade them to rejoin again with MEDIUM Persuasion) or kill them (Permanent). If lost, you are captured.

This is a pretty crippling Event, and so the chances should be low and high Morale and high Leadership should heavily count against it occurring. Honourable Companions would not activate the event if you, too, have positive Honour.


Sadistic enough?


Clarifying details: If you were a Vassal or King when the Event took place, and the Companion takes charge of the Army, the Party is labelled as Deserters. If not, they are unaligned (they could, possibly, become a Lord if given time).
 
Well i really like it! :grin: 

But, i did not wanted our asses to be raped, i would be satisfied with a mere 5-50 honor , renown, morale loss, and stuff, my imagination is limited, its up to you guys to come up with something great.

but I am also a bit concerned about this mutiny thing, we are not in a ship, i feel it a bit unreal that this would ever happen, if they want a riot, they would do it differently. but i  never  was a ponavosian (or whatever you call them), maybe they do it differently. Dont misunderstand  me, its a great event, i just doubt that they would shoot an arrow up to your ass, while you are recovering in your tent.
 
krist said:
but I am also a bit concerned about this mutiny thing, we are not in a ship, i feel it a bit unreal that this would ever happen, if they want a riot, they would do it differently. but i  never  was a ponavosian (or whatever you call them), maybe they do it differently. Dont misunderstand  me, its a great event, i just doubt that they would shoot an arrow up to your ass, while you are recovering in your tent.

Well, the name of the actual event could be different to better fit it; it's just what popped into my head and seemed mildly appropriate. I didn't mean that it happens whilst you are camping; the idea is that you are leading your troops across the Campaign Map when suddenly POW! They'd been plotting for a while, and decided to go for you at night when you can't keep an eye on them as easily.

Perhaps there could be another Event where a Riot erupts between two groups of your troops (not targeted at you)?

Also, glad you like it :smile:
 
DaElf said:
Lannistark said:
I agree, people sometimes just like to post totally fantastical events with no negative consequences whatsoever. I suggest you guys elaborate some nasty events too, where the player has to decide which of the negative bonuses he is willing to take instead of others.

Very well.. you've brought this upon yourselves:

Event: Mutiny

Requirements: At least one companion and took heavy casualties (or worse) in recent battle.

Happens during the night.

A deep pain erupts in your back. Startled, you turn around sharply, the pain is momentarily blinding and you hear an arrow whistle past your ear. You call out to your men for aid but hear only adrenaline-fuelled shouts in return.

You have only a few seconds to decide what to do; flee, or fight?

Option 1: Flee. [- 5 Honour, Chance of success based on your Athletics/Riding (depending on whether you are on horseback or not) Skill, to a maximum of 60% from a base of 10% (5% chance increase for each level). If successful: Appear on world map a little distance away from your original party (now led by the Companion) with a maximum of 5% of the most loyal of your previous troops (actual % varies between 0 and 5% and determined by your Leadership Skill played against the Companion's Leadership Skill) and half your carried wealth. If unsuccessful: Become a prisoner of your original party (led by the Companion), losing all wealth]

Option 2: Fight! [+ 2 Honour, Enter battle with between 10-20% (dependant on your Leadership and Persuasion Skill with both offering up to 5% extra each (0 Leadership, 5 Persuasion: 12.5%, 8 Leadership, 6 Persuasion: 17%) of your Party's troops against the rest of the Party (if that is more than you have set to allow on the battlefield, equivalent %s to be used)]

If battle is won, you corner the Companion and either persuade them to rejoin the Party (requires HIGH Persuasion), capture them as a Prisoner (after being sold to a merchant, they will appear in Taverns after a while, and you can persuade them to rejoin again with MEDIUM Persuasion) or kill them (Permanent). If lost, you are captured.

This is a pretty crippling Event, and so the chances should be low and high Morale and high Leadership should heavily count against it occurring. Honourable Companions would not activate the event if you, too, have positive Honour.


Sadistic enough?


Clarifying details: If you were a Vassal or King when the Event took place, and the Companion takes charge of the Army, the Party is labelled as Deserters. If not, they are unaligned (they could, possibly, become a Lord if given time).
Excellent  :grin:
 
Here's my idea for one:


Event: Riots

Requirements: A town has recently been seiged and lost many men or you have low relationship with them. Low as in -50 or so.

Happens when you are not there.

Groups of peasants and nobility are not happy with the conditions in their town, so they are rioting.

You have only a few seconds to decide what to do; flee, or fight?

Option 1: Return to the town and put down the uprising.
-5-10 relationship with the town and put down the uprising.
You must return to the town to do this.
your army are all armed with an assortment of non-lethal weaponry and have to fight the population of the town in farmers in a seige. Only the combat, not the starving the enemy.

Option 2: Hire Mercenarys/bandits to deal with it.
Pay a weeks worth of wages for the garrison of the town and have mercenarys deal with the problem. 10-15% of the population are killed/ taken prisoner and relationship decreases by 20, requirements for that town to riot again decrease by 40.

Option 3: Pay off the townsmen to make the place better.
Pay 10,000 denars, Honour lowers, relationship with town rises by 10-15.
 
Hazzardevil said:
Lannistark said:
Yep, small misunderstanding there hehe.

Cheers.

I thought you were commenting on mine, but there should always be an easy way out of a random event, but it impacts renown and honour.
You are walking along some random cliffs when - Oh no! - you slip on rocks and start falling towards the sharp rocks. You only have one chance to save yourself!

Option 1: Give up
Result: You die.

Option 2: Try to grab a rock sticking out of the cliff
Result: 1% chance of grabbing on and being hauled given a rope to hold on to while your men pull you up. You suffer a penalty in strength and agility because of trying to grab a rock and pull yourself up under the momentum of falling and then gravity. 90% you die.

Option 3: Pray to [enter religion deity] for divine assitance!
Result: You magically levitate back to safety. Penalty in honour and renown for not surviving in a more masculine way (Option 2).

Because there should always be an easy way out of a random event. :wink:
 
killer110 said:
Option 3: Pray to [enter religion deity] for divine assitance!
Result: You magically levitate back to safety. Penalty in honour and renown for not surviving in a more masculine way (Option 2).

What if you believe in a Natural Philosophy, though? :eek:
 
DaElf said:
killer110 said:
Option 3: Pray to [enter religion deity] for divine assitance!
Result: You magically levitate back to safety. Penalty in honour and renown for not surviving in a more masculine way (Option 2).

What if you believe in a Natural Philosophy, though? :eek:
I could easily make it so that the text is changed to fit if Natural Philosophy is the players faith.
 
Back
Top Bottom