Hasta wrote:I've been thinking about "random global events with existing mechanics" to shape up this game and keep us on our toes.
For example, wolves that roam at night might once in a while spawn in huge numbers, move more quickly and in a particular general direction and become waaay less tame (as in, troll level of aggression). That Event ("Hour of the Wolf" or whatever you wanna call it) would be randomly triggered in, say, Winter (the season when IRL wolves form packs and roam the wilderness in search of prey), with a meteor-like announcement. So the hunters grab their bows and posse into hunting parties, farmers get inside the palisades and if a few occasional bots get eaten -- oh well. The wolves are perma-spawned, unless the season ends or they leave the world map.
Rat infestation - perma-spawned swarm of Cave Rats in random tunnels or caves. Not as dangerous but rather falling into category of "something fun to do clearing your favourite mine". Arguably - spawned rats should have a small chance to attack/damage the mine supports to incentivise cleaning the vermins.
As for the "dynamic world" events, dramatically changing and re-shaping terrain levels, bodies of water, biomes and even quality nodes -- that's going to take a lot of work on the map generator, and we just a few worlds into it's not-penis-shape-focused phase, let's not ask too much of it =)
"As for the "dynamic world" events" => I guess we can dream
at least if might be something hey could look at later.
For the other things : I like these ideas. I think in general there are so many things like this the community can come up with and might very well be linked to seasons. I understand that spring and winter might not be the most interesting seasons of all but it could be spiced up with random events being able to trigger in those days.