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ENH: active hazard zone logic #26

@jpcsupplies

Description

@jpcsupplies

Hazard zones could be expanded to actively manifest hazard events.

Examples:
Navigation Hazards have an optional "type" which might actively generate hazards (eg minefield, warzone, radiation, nanites, hostileAI, blackhole etc)

  • minefield: randomly generates hotspots that spawn an active (small grid) warhead in the path of a player/ship found travelling through it. (mines would not be spawned until a random "dice roll" decided they are about to hit one, and would be removed from the world if not already exploded a few seconds later, which means stationary ships would have mines popping in and out of existance at random near them.) (edit: could also have vectors added on spawn making them move toward the player? Would also have to be a "margin of error" where they need to get at least a hundred metres into the minefield before any spawn to give a chance to back out again.)

  • warzone: hostile ships/npcs/defence installations spawn (two or more enemy factions like pirate vs factorium) in firing range of each other when a player remains in this area too long.

  • radiation: randomly increase radiation level on player while in zone.

  • toxic: player takes damage to health while in area (or to make it even funnier, play a puke sound and reduce their food value)

  • nanites: random blocks/player health take random damage while in this zone.

  • hostileAI: smaller scale hostile individual drones may spawn at random nearby (eg space pirates, space spiders, factorium, unknown) with the remove timer set somehow? (claim system?)

  • black/white hole: there is momentum added to the players direction of travel towards centre that increases the closer they are to the centre, random blocks/player will rapidly take damage and a lot of thrust will be required to escape.

    • Damages increases closer to centre if black hole.
    • Damage remains same if white hole
    • drift() routine that adds momentum in a given direction and/or pulses a second of planetary gravity
    • time displacement trapped player teleport around edge of event horizon semi randomly on black holes
    • white hole instead of increasing damage; they are teleported to either a random or specific location in the map (admin configurable)
    • visual effect when within 50km of edge of black/white hole (spirally wiggle thing that appears on screen roughly in direction of it from play POV
  • tweak amomaly logic to work for all zones differently ??? (ie each nav hazard type has an anomaly variant?)

  • migrate some hazard types to using on screen warning text instead of interrupting with a missionbox

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