Hello fellow survivalists. Since some time I am playing less Empyrion but am working more on config files, dialogues, pois and the like. I didn't really have a target at that time but just enjoying learning something new and also challenging myself to actually build better buildings/ships. At the beginning I didn't even have a direction but the more I am doing just random stuff the more I see in which direction I am moving. Basically a 'Fallout In Space' like scenario which would focus more on story etc. Now several questions arise. Would people even be interested in stuff like this? And what would you expect from this scenario and what not? General idea would be to effectively create one or two solar systems where a lot of storylines are. If you want a normal empyrion start and access the area later just for the story that is of course possible. But you can also start inside the area and follow a general path down a line of stories with some lore involved. If you start inside the mission space: - There will be no factory access. - Hopefully eliminate the ability to build a constructor. - Remove drills, survival tools etc. - Leave the player with reasonable but limited ressources. If you start a normal game you will of course have access to this stuff. And also after you leave the mission area you will have access to everything.
This could potentially be interesting, but I'm not sure how if I like the idea of "no constuctors" or drills or survival tool. Hard to survive without tools. If your plan is to include things like whole blocks as loot in containers, then I would be careful not to contaminate the actual loot tables because nothing will piss people off more than including your mission into their game, and after completing your missions, clearing a legacy POI and finding small steel blocks in a loot container!
- Easy to remove spawn from factory access for a playfield, but you need to warn the player not to put resources into it (I dont believe you can disable the factory, only the spawning). There are soem starts in Project Eden that disabled factory spawning, but IIRC you could still put resources into it and start a build for when you enter a playfield that does allow spawning. - Remove drills etc from starting inventory - doable - Removing constructors - I assume the only way is to change config files to remove the ability to make a constructor globally - easy to do, but will impact the whole game, by removing constructors from the tech tree. If there are to be no public/faction constructors either, then maybe a less intrusive option is to simply remove the portable constructor from the suit constructor. That way they can be given a portable constructor upon completion enabling a normal game if desired. I looked into some script way for controlling access to tech and didnt see a means to do so (I just wanted to do space engineers style tech unlock or based on stuff you find instead of unlock points based). AFAIK having removed constructors from stuff you can build, once scenario is complete, you cant re-enable them. The config to do all this however can be included in the scenario to override default config.
Yeah i know all that. And removing the constructors would only be in this mission starter region and work via disabling survival constructor, altering loot tables and eliminate the possibility to loot multi tools. Removing constructors as a whole would limit playability once past the mission systems. I intend to have certain planets and storylines outside too which you can discover later on. Some more lore, some more stories. It depends. Looking at the loot tables it actually isn't too hard to limit the loot in the mission regions while not hampering any pois outside. Playability after the mission part ends is one of the goals. On the other hand you could also start a normal EGS game and go to the mission area later on. Technically you'd be OP then but if you only wanna have some storylines to follow i guess that's good too.