BriarBlack Posted December 10, 2024 Report Posted December 10, 2024 The Temporal Storm mechanic seems somewhat discordant with the games already existing mechanics regarding Time in a way that presents a few opportunities that are interesting to me. That said, the following are some ideas for how to unify Temporal Distortion with the games existing time mechanics to make the passage of time feel much more significant and tangible to the player beyond interactions with Agriculture and Husbandry; World Customization option - Days per week with options 4, 8 and possibly sixteen? Sixteen feels superfluous to me. Why 4 and 8? Simple, to represent the phases of the moon. With the 4 option being represented by New, Waxing, Full, Waning, and 8 gaining Gibbous, Crescent and first and last quarters. World Customization option - Weeks per Month, with options 1, 3, 5 (and I guess potentially more?) World Customization option - Temporal Storm Frequency with options Random, which is self explanatory, Weather Events to coincide with game world severe weather conditions, Full moon to indicate that the rise of the Full Moon will come with a Temporal Storm World Customization option - Seasonal Equinox Storm which will increase the difficulty of a full moon that coincides with the seasonal Equinox. This would probably be a tickbox, allowing for at least four predictable storms per year on a world that selected Random or Weather Events. World Customization option - New Moon Stability which will make it so that no matter where you are in the world your Temporal Stability cannot decrease during the Day/Night cycle of the New Moon, allowing you to delve into deepest Depths with at least one fear allayed. This could be a tickbox, or it could be a dropdown with options Inactive, Player Only to indicate that the new moon will prevent the players Temporal Instability from going down, Player and Rifts, to indicate that not only does a players temporal stability not decrease, but on days/nights of a new moon, Temporal Rifts cannot open, and finally Rust World to indicate both of the previous as well as a complete inability for drifters to spawn. This would also potentially interact with the Random and Weather Events selections for Temporal Storm frequency, overriding a Random or Weather Related Temporal Storm. Finally, World Customization option - Entropic Difficulty with options to increase the Number, Strength, and Frequency of drifter spawns based on the amount of time passed, by a factor of .01 per Day, Week, Month or Year.
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