View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0017729 | Stars Beyond Reach | Suggestion | Oct 6, 2015 4:59 pm | Oct 7, 2015 9:11 am | |
Reporter | Rythe | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 0.918 (Warn Me, Please!) | ||||
Summary | 0017729: Events 2.0? | ||||
Description | This is part 3 of 3 for my take on Misery's forum post. Won't solve their lack of engagement problem in the first handful of turns, but it would help a great deal later on. And it also addresses a problem I'm having with events as they are currently implemented. Right now, events turn off/destroy/damage a building, kill/maim/break a few citizens, and/or hurt production of something across some spectrum. There's really nothing for a player to do about any of that except build excess services so some/most/all of the events don't matter or plop back down anything that was lost. Part of this can involve avoiding certain buildings so you don't have deal with events specific to them (looking at you holo resort, coast guard >.> ). Which is to say, events basically don't engage the player at the moment, they just damage the numbers on the player's spreadsheet for a while and teach the player to assume they'll need more of all the things than the services window generally tells them. So instead of just tagging the origin building, how about events generate multiple 'hot spots' and related service buildings to said event produce a pin that can suppress the effects of these event hot spots in a certain range (depending on tech level). Example: Fire Event happens, four hot spots are generated where buildings are burning. Player can click on a hot spot and drop a pin to suppress it if the territory has an unallocated Fire Watch building in it. Only two Fire Watches? Two of those hot spots cause heavy fire damage to nearby buildings along with dead and injured citizens, at least until a turn or two later when the previous hot spots have been dealt with and you can move the focus to the remaining ones. Have a grace period of about 50-100 turns before these things happen to start the game. Also internal cooldown based on act possibly. And yeah. Would make disease management more satisfying too. Protect the important stuff! Anywho, I'm not entirely sure this would be an improvement for SBR, or that you have the time remaining to do it justice, but I kinda like the idea in theory? | ||||
Tags | No tags attached. | ||||
|
To clarify the 'suppress effects of these hot spots in a certain range' bit. Let's say a Hot Spot has an effect range of 3 - Origin plus two tiles away. A Tech 1 service building can have a suppression of range 2 - selected tile plus those directly around it. Hot spot would still effect some things even though you've got a service building dealing with it. |
|
And to further develop this idea. Give events/hot spots an HP bar that represents their decay time. Each event has a standard decay rate (Goes away in X turns). Service overages/underages in a territory can double or halve the decay rate (2x - .5x, for ease of balance). So if a territory is producing twice or more of the related service than is normally needed, that'd make the event decay twice as fast. I'd consider this Events 1.5. For the Events 2.0 stuff - Have the pin for a basic service building (hospital, police) multiply the decay after the above by 2. Have the pin for an advanced/specialized service building (toxicology lab, riot police) multiply the decay by 3. Along with the suppression mechanics previously gone over. I think handling the decay this way will make things reasonable and predictable to balance. |