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Thread: "Cue the sun!" Updated Injected Events in Elite: Dangerous

  1. #1

    "Cue the sun!" Updated Injected Events in Elite: Dangerous

    Hello DDFers!
    It's Friday and time for an update on Injected Events!

    INJECTED EVENTS
    Injected Events allow Frontier to inject situations into the Elite: Dangerous galaxy, allowing us to be reactive to player habits and actions, and to influence and direct the community of players.

    GOALS
    • Create large scale events for all players to enjoy within the ED universe, outside the scope of the background sim.
    • Use player influences and system data from within the galaxy to feed into a meta-game system.
    • Provide story and content for missions and other environmental encounters.


    Injected events rely on a number of systems and information:
    • Background simulation – The background simulation manages changes to a systems status, based on player actions, nearby systems, events, and injected events
    • Faction information – every faction will have status information, including relationships with other factions, assets owned, Government types, local specialisations & NPC hierarchy.
    • System Information – Assets within a system are listed here as they are discovered. Discovery of new assets within a system may trigger different faction behaviours. Injected events may require, or create certain assets in a system
    • Player influence – players will be able to influence a star system or faction through many different avenues (see Player Influence below).


    This information will be held & controlled by the meta-game, and then used by the developers to create these larger events and happenings. The idea is to create injected events that are relevant to the situation.

    In the future, we would hope to create a system that maintains a semi-autonomous approach to this, creating these events without the need for developer interaction, but also still allowing the team to inject separately.

    META GAME
    The entire system will be based off of rules dictated by a meta-game system, which will look at each location and calculate a set of factors by which an injected event can best be initiated. What this will mean is taking the influencing factors mentioned above and seeing where events would be best placed.

    For example:
    • A colony with a large population, nearby to a newly found, uninhabited Earth-like world might colonise that planet. A colony suffering from famine or being under-populated would not.
    • A star system with low wealth, low development or low standard of living levels would be more likely to suffer from pandemics, famines, governmental collapse and other serious planetary failures.
    • Star systems that are contested by 2 opposing forces may suffer from war, be it civil or between factions.


    This shouldn’t stop the developers from injecting more random events, such as extinction level asteroid collisions or alien influences if the need arises. Its function is to create relevance and a sense of a living, evolving galaxy.

    OUTCOME OF INJECTED EVENTS
    These events have the ability to significantly affect the ED universe, changing systems and locations, allowing us to keep it as interesting as possible.
    The repercussions of injected events could cause long term changes to the background simulation in a system. Players may also get opportunities to mitigate changes to a system through events in the background simulation.

    E.g. An Injected Event causes two factions to go to war with each other in a system. As the background simulation now has influence from the warring faction, it will generate events and missions linked to that war. If players complete missions relating to negotiating peace and ending the war, and react in the right way to events, they could stop the war and mitigate the effects of the Injected Event.


    PLAYER INFLUENCE
    Players will be able to influence this system, since the meta-game will feed off of changes in the simulation from many different sources, including players. For example:

    • Missions – generally these will have the largest positive or negative effect on the system, depending on faction, success or failure, nearby enemies or allies, the importance of the mission undertaken, and various unforeseen consequences.
    • Trade – player trade will have a minor effect on the system, although a star system already under the effect of an injected event may be exploitable (i.e. food sold to a star system suffering from a famine would fetch a very good price).
    • NPC interactions – attacking, defending, interacting and killing NPC’s within a star system or faction will have an effect. The everyday NPC’s met won’t be high level, so their influence will be limited to small changes. For example, killing a trader will negatively affect the wealth of his faction or star system, but not to a vast extent.
    • Exploration – discoveries made by players, once sold into the system, will be unlocked for the system to use for injected events.


    Players news feed will regularly refer to Events and Injected Events that are nearby to, have been interacted with by, or pertain to the player.

    Injected Events can only be added to online players games. Offline players will still have changes applied by the background simulation, but will not get the broad influences of Injected Events.

    Several Injected Events can be occurring at the same time in the Galaxy. They may be linked together (such as a famine that affects multiple systems), or could be unrelated and seperate. Injected Events can be linked with each other and could form a sequence of events, creating a narrative around the events that are occurring.

    Backer influence over injected events will be a topic to be discussed at a later date.

    Please keep your examples of Injected events coming and any feedback on the system coming!

  2. #2
    sounds good....

    What about electorial situations and political injected events.. not just disasters etc..

    I mean a natural 4 year election or annual election.. it could generate a lot of events from assassinations to arms trading as the elections break down into a coup or civil war.

    Also something maybe not quite related to this...

    But say Player X buys a nice crop of cheap food from a system, then jumps away to sell it only for the supplying system to discover impurities that render the food stuff highly toxic... then the player has his cargo flagged as dangerous.

    Will it be able to cause problems for players like that?

  3. #3

  4. #4
    Can a war emerge from the background simulation alone in offline mode?

  5. #5

    Example Event: Prison Break

    A security vessel travelling through system x with several hundred thousand prisoners aboard has been commandeered by some of the prisoners and they have released the rest of the prisoners and locked the crew away.

    Several implications

    • Mission - players can help the prisoners escape.
    • Mission - players can help try to stop the prisoners escaping (stopping other ships NPC/players) carrying prisoners.
    • Misson - help try to rescue the crew.
    • Mission - try to destroy the ship.
    • Criminal activity in the surrounding systems increase if a certain percentage of the prisoners escape.
    • Trade is influenced as prices affected by an increase in thefts, weapons required etc.
    • Ongoing missions - bounty hunting missions to track down the prisoners.
    • Ongoing missions - smuggling prisoners out of the systems / weapons and drugs into the system. etc.


    If the percentage of criminals are not caught in a certain time-frame, then the criminal activity increases in the nearby system(s) further - destabilising the system.

    Other options...
    If the prisoners are a specific faction they may be hunted down by opposing factions in the local area. Potentially increasing the probability of war(s) in the local systems.

    Im sure there are other ways that this can be used to spin other situations/missions/events from. If you have any other ideas, please feel free to share

  6. #6
    Originally Posted by Keeval View Post (Source)
    A security vessel travelling through system “x” with several hundred thousand prisoners aboard has been commandeered by some of the prisoners and they have released the rest of the prisoners and locked the crew away.
    The prisoners are of a political nature and are now fugatives of the Federation. They happen across a large ship of unknown origin and take control of it...

    Missions will involve trying to disable the ship, capture its ring leader, a certain Mr Ekalb, and the other six renegades and return them to Federation forces. Commandant Lanserver will pay you a large bounty.


  7. #7
    What about a mission where one player has been given the task of damaging the local population by dumping large amounts of radioactive cargo into the atmosphere. The counter event could be for players being requested to send in large amounts of medical gear to counter this mysterious plague!

  8. #8

    Player v. Player missions

    Am I right in thinking that missions could be generated that put players in direct confrontation with each other (e.g. faction based conflicts)?

    I ask this as I know you want players to place a high value on their in-game lives, and undertaking such missions could put a lot of players in harm's way from each other. Or is it logistically equivalent to being attacked by (player) pirates? As it happens I don't think it should be since you volunteer for missions and have no choice with pirates, but if it is then so be it.

    The proposal sounds good to me btw.

  9. #9
    I have been hoping that any missions whether it be from your personal contacts or injected events have the potential to bring Players both to work together and against each other ....and where player numbers are low in any situation, npcs fill the space (sorry pun unintended).

    ie you accept a vip transport mission, someone else can accept a request as escort and others assassination.

    Especially in the case of injected events. (Otherwise the only time Players will come up against other Players will be involving Player pirates).

  10. #10
    Originally Posted by Zplintz View Post (Source)
    I have been hoping that any missions whether it be from your personal contacts or injected events have the potential to bring Players both to work together and against each other ....and where player numbers are low in any situation, npcs fill the space (sorry pun unintended).

    ie you accept a vip transport mission, someone else can accept a request as escort and others assassination.

    Especially in the case of injected events. (Otherwise the only time Players will come up against other Players will be involving Player pirates).
    Fair point (although I can imagine players forming alliances (for example) to do things other than prey on traders or pursue bounty - getting together to influence trading within or between systems might be a case in point) .

    I should say that I have no axe to grind, just keen to know where we stand.

  11. #11

    Slave trade uncovered in Somewheria

    This idea has sort of bubbled along in the background of a lot of my posts, but it never occurred to me to put it all in one place before.

    If a lot of players free slaves from an independent system not previously known to have a slave trade (legal or otherwise), it should generate some shocked news articles. In the short term this tips other players off to a new trade route, but if enough articles are generated the major factions take an interest.

    Slavery makes a great leading edge for empire building, so the reaction can show off the character of the different factions. The Empire would send in advisors to regulate the slave trade, converting a fraction of slaves generated each day to Imperial slaves. The Federation would send in freedom patrols, disrupting the slave trade and reducing the number of slaves generated each day. And the Alliance would send in cut price robots, reducing demand for slaves. This event could happily rumble on for as long as you like, or culminate in a change of faction or combat between the factions.

  12. #12
    This could lead to an entire system being run and administrated by freed slaves. But since they are free and no longer slaves, what do they call themselves? Just people I guess or perhaps a new faction.

  13. #13
    looks good. I'll have a think about some ideas over the weekend..

  14. #14

  15. #15

    One off pieces of technology invented

    Injected events for technological breakthroughs.

    Eg: Hades Labs in Lave invent a prototype cloaking device that is stolen; all scientists involved in its creation killed in unexplained Void bomb explosion.

    There's only ever one of these 'special' modules made.

    They aren't ever destroyed but can change hands through the market or by nefarious means (pirating).

    This would create a system wide 'easter egg hunt' with people scanning bulletin boards and transport ships trying to locate the module and obtain it for themselves.

    These modules do wear out with use but can be serviced back to 100%.
    However, every time they are serviced subtle hints about the 'special' module appear on bulletin boards; perhaps at least one mission is created for players to accept which gives away the modules current location.

    So while the module gives the owner an advantage, the balance is that other people are given the opportunity to obtain it into the future.

    There is always the possibility that the owner will simply store it away somewhere, but so what if they do.


    Cheers,
    H.

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