So, I've been athinking of how NPC stations could be made more terrifyingly bedwettingly scary.
And also, how can they seem like active stations with a purpose to them.
So... I thought about it, and decided to go back to one of the earliest games I ever played for inspiration. Conway's Game of Life.
So, the idea is that stations have components, be they corridors, lifts, observation rooms, etc.
Okay, now, imagine that each particular component has its own data value, or colour.
Now, what if the game has rules for what happens into open space when any one component is surrounded by components of certain combinations?
If a corridor is connected to a corridor, there is a chance that another corridor or any 'functional' room will be placed. If an observation room is placed, there will be no more observation rooms in the spaces surrounding it.
As time goes on, the structures start from their initially generated small scale 'seed' stations, and ultimately grow into sprawling ecunopolis-worlds which are guarded by the NPCs at whatever stage the game is in by the time this would be implemented.
This means that they seem dynamic, and the player doesn't know what to expect.
Of course, there needs to be a limit to how far this can go, and how quickly, otherwise players will simply 'harvest' the growing station's useful stuff, whilst maintaining the growth, which might be OP.
Perhaps it's something to consider when there are NPCs with actual bodies in the game, and thus the 'seed stations' have a limiting factor of how many sentients are working in it and how many resources they have from mining activities.
And also, how can they seem like active stations with a purpose to them.
So... I thought about it, and decided to go back to one of the earliest games I ever played for inspiration. Conway's Game of Life.
So, the idea is that stations have components, be they corridors, lifts, observation rooms, etc.
Okay, now, imagine that each particular component has its own data value, or colour.
Now, what if the game has rules for what happens into open space when any one component is surrounded by components of certain combinations?
If a corridor is connected to a corridor, there is a chance that another corridor or any 'functional' room will be placed. If an observation room is placed, there will be no more observation rooms in the spaces surrounding it.
As time goes on, the structures start from their initially generated small scale 'seed' stations, and ultimately grow into sprawling ecunopolis-worlds which are guarded by the NPCs at whatever stage the game is in by the time this would be implemented.
This means that they seem dynamic, and the player doesn't know what to expect.
Of course, there needs to be a limit to how far this can go, and how quickly, otherwise players will simply 'harvest' the growing station's useful stuff, whilst maintaining the growth, which might be OP.
Perhaps it's something to consider when there are NPCs with actual bodies in the game, and thus the 'seed stations' have a limiting factor of how many sentients are working in it and how many resources they have from mining activities.