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Fragile Populations Messages in this topic - RSS

Hutton
Hutton
Posts: 276


5/12/2017
Hutton
Hutton
Posts: 276
Recent events demonstrate how easy it is for one bad actor to wipe out out a city. Even if Corps are able to repulse the attack and successfully defend their own structures, the population can get wiped out from underneath the corps by the heavy fighting for just a few turns.

On the one hand, I think it's kind of cool that cities are so fragile. An unexpected massacre is a compelling narative and my be the impetus behind sudden alliances. But I do feel like their should be some counter that can be put in place when you are expecting it. One obliterated city isn't going to bring a system wide economy to its knees, but an unchecked series of hit and runs by a massive fleet or army could.

I would suggest something like the population doesn't take damage from ships while the city still has shields and doesn't take damage from land units while the city still has forts. And also maybe an x% resistance to for each turn of continuous fighting to represent evacuation of the city, which then wears off at the same rate to represent people returning to their homes. (Maybe an equivalent reduction the amount of buying/selling of volume, but not a straight modification of volume as it impacts demand and attacks could then be used as an exploit to crash or blow up demand).

So if you say that 50% of the population evacuated per turn, and shields and forts hold out for three turns, only 12.5% of the population could potentially be killed off in the fighting on the 4th turn.
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Doctor Dread
Doctor Dread
Administrator
Posts: 1478


5/12/2017
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
In a sneak update days ago. Population loss from attacks is 1/10nth what it used to be. Its 10% of the total Power used in the fighting that turn.
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Hutton
Hutton
Posts: 276


5/12/2017
Hutton
Hutton
Posts: 276
I guess that's a strong and simple step to avert a system breaking catastrophe. I must confess to being a little disappointed that the response is to just roll back the danger instead of giving us tools to counter it. The threat of citywide disasters add excitement. The pattern I would like to see is a period of fierce competition and over expansion, following by contraction and cooperation precipitated by disaster of our own making. And then you see a community evolve to handle problems in the future.

I really liked that the population were so fragile when no one is actively protecting them, but thought we needed stronger tools to actively protect them.

On a similar vein, how exactly does checking the Raid box effective damage output. I've noticed that sending a bunch of mechanized out to raid an unprotected location can easily destroy structures. If someone is raiding for profit, as opposed to waging total war, unprotected non-military structures shouldn't be damaged by a raid.

The raider doesn't want to burn the factory down. He wants it to make more products for raiding. If their are defenders, it is entirely appropriate that collateral damage gets spread equally to the foactories because the defenders will be using them as defensive positions. But once all the ground units are wiped out the manufacturing structures should stop taking damage from raiders.
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