My general idea for the creature extreme spawning or raid
Would be to have it be set both as a player activated event and random occurrence, both of them will have the same effect, but to varying degrees. I will further explain my points above them below.
What do I think should happen when the event occurs?
Features I would like to see implemented when the event occurs would be:
- Distinct weather
- Distinct ambient sounds
- Distinct creatures cries for help or war
- Distinct tinted creatures
- Mark on the compass to indicate where the event is happening
It could be all of the above a mix or just one, which would be determined by the engine and dev's decision.
Player controlled event
It would work like a Gong like someone mentioned above, producing a sound that reverberates, it could be stronger or weaker according to the shout skill or the settlement's or guild involved (with prestige or something else). Difference would be, we could have a visual representation of the state at which one could activate the event, we could have a big gem in the sky (shining brightly while the event is happening, and having a pale look after, and looking charged while it's not filled), get charged, and when it's filled, the major or someone or importance within the settlement could activate it.
The gem will be charged by player interaction within the city, be it through footfall generated or the tax collected, having a max activation of once a week and having the need to not only be charged, but have a minimum amount of players nearby or signed in for the event. The event happening inside the settlement or nearby is something I'm not sure about yet.
Depending on how prestigious or big a settlement is, the event will have higher rewards and creature spawning, making a better settlement and more active economy much more important.
It could be produced at random intervals and be more prone to occur on highly active areas, with an active economy.
It would hold special prizes that player activated won't have and have a special call to players nearby, hunters and explorers could have a wider radar, making it so they're much more prepared to go and participate.
This will help cover the need for single players to participate, while they could always join player activated ones this is another option to have on the table.
We could have varying creatures, ancient variations and bigger versions that drop collectible resources to make displays or furniture out of. Purely cosmetic items that could be well valued by traders, crafters and hunters, making trading and economy much more important.