Post by Azherae on 2022-05-05 13:00:25
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I consider all of these things of the utmost importance, and I've just realized that there's a bit of Node data that I don't have a confirmation on, @Vaknar .
Are the values of a Node's status visible to the player? I contrast to Elite Dangerous, and have a current specific example.
My aligned faction in Elite currently has two visible bars for their 'home system', the equivalent of our 'City node', let's say, amidst Vassals. We have pushed the Economy slider all the way to the 'Economic Boom' status multiple times and due to some interactions with 'Vassals', it is now in a state beyond that, 'Investment', which is effectively a '2-3 week Trade Event. Or rather, it's a status that spawns other smaller 'Trade Events'.
The Security slider is at 'Civil Liberty', which is a 1-2 week status that lowers the chances of being attacked by pirate NPCs in the system and raises the response time of the system security NPCs. The important thing is that we know both these statuses are coming, and therefore became on guard for something else.
The Investment status indicates that one is reinvesting in the system, in this case, a specific Commodity becomes more desired to the point of raising its price a lot. RPers such as myself can easily see a connection here (I can't say how well this is actually coded under the hood). The Commodity is something to be used to upgrade the starport, (not in a meaningful 'real' way, but this is about events).
The situation literally 'attracts NPC pirates from other Nodes', but the underlying code for how THEY move is based on a bunch of factors too, so what the result of all these factors interacting becomes is:
1. Civil Liberty prevents weaker pirates from spawning.
2. Investment attracts more pirates altogether, possibly more strong ones, but it could just be interaction with [1]
3. The pirates 'find' the increased trade from the Vassals (where we import the commodities from)
4. Some system checks activity of this type and triggers a Pirate Attack event status in one of them (this has now happened).
So my group is on guard and has expectation that if we push out the Pirates from 'Vassal A', but the two statuses in 'City Node' remain in place, then it will trigger a Pirate Attack in 'Vassal B'. We can look around at the distances, and the Economic and Security statuses of the other systems to at least partially predict and influence this.
This is effectively a 'large scale event' to us, because it also changes the Signal Sources (equivalent of small, opt-in, POI events). We need more Patrols in 'City Node' because the NPCs that spawn in those have gone from being random small pirates to small groups, or powerful pirates. However, having more Patrols will 'push the pirates out faster'.
We can balance this by destroying the pirates, but taking the news (bounties) to other more vulnerable Vassals, to increase their confidence and Security sliders. If we do this well enough, for long enough, it could push the Pirates into a nearby 'enemy Node'.
Some of this data is hidden too, but the main ones are very visible, so it's easier to do. This isn't a linear relationship, there's some elements of randomness in here, but many of the correlations are known, so I spoke of those as if they were sort of certain.
We must stop the Pirate Attack because it can lead to Civil Unrest which reduces production in the Vassals and makes our influence there vulnerable. If it were in a nearby food-producing 'Node', we would have to reduce it to avoid food shortfalls that might lead to a Blight or Famine status in nearby 'Nodes', with a small chance (but we don't wanna deal with those, they're not profitable and have a bunch of other POI events that are not our style, and we'd have to call on the members of the nearby 'Humanitarian Aid Faction' while they are busy with a larger Community Event elsewhere.
That was a lot, but I shortened it as much as I could. For those who are interested or find that they need more context, here is the wiki page for the Elite Dangerous Background Simulation . (EDIT: Forgot that the Influence Part of the BGS is complex enough to require its own separate page, note that some of the data on the original BGS page is out of date and in flux - mostly nothing relevant to this thread, stuff about durations of statuses)
This time I can boil down my question to one thing. Can we see the equivalent of 'Citizenry contribution', 'Economic activity', 'Gathering Activity', 'Security', etc, and any 'underlying statuses that affect Event chance'?
Will the system even be this detailed, where such variables are affecting the Events, or are the Events separate objects within the code that are ticking their own qualities independent of such statuses? Will such 'statuses' even exist on a level where it would make sense for them to directly influence Events, particularly smaller POI events (I'm considering these equivalent to Elite's Signal Sources )
If none of these are things you can answer yet (or that the team implementing the system hasn't fleshed out yet), I don't actually suggest being as comprehensive as Elite, but I do consider it important that IF there is an 'underlying status', that we can affect, we get at least some visible sliders so we can extrapolate how to influence the world, as we do with the Background Simulation.