![]() |
Re: Suggestion for an improved plague model.
Maybe.....
Troops could have a medical componant.... |
Re: Suggestion for an improved plague model.
In addition to the other ideas for risk and spread:
-Chance for spread to other (known) empires, increased by level of treaty and percentage of trade. Of course plagues can affect more than one species--look at Star Trek! Of course, then 95% of all alien species are misplaced humans, too. http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif -Increased risk of plague for building plague bombs (risk affects commissioning planet) -Increased risk of plague for researching levels in Biology, Biological Weapons, or Medical Technology (risk per research facility, affecting those planets). Of course, this isn't likely to happen, because of the ability to mod these tech areas; but it would still be cool. http://forum.shrapnelgames.com/images/icons/icon10.gif Slightly OT, but it would be cool to mod tech areas so there was a risk to researching them. It could function somewhat like the current events/intel model, including fields for risk percent, risk type, and effect amount. Why not go one step further and create a SideEffects.txt with component and facility family numbers, too, to assign risks to building those items. SEV, maybe. http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: Suggestion for an improved plague model.
Complexity is nice, but you really probably want a system that players can grok quickly and easily while still leaving many paths available. Not saying this system meets those requirements, but I think it does a fair job. Here we go...
Each planet has a plague level, ranging from zero to five, with zero being the same as no major plague. In addition, they also contain an infected percentage from 0 to 100%. The effects of a plague are as follows: </font>
Weapon platforms and troops on a plagued planet suffer penalties to both attack and defend equal to 5% per plague level times one-half the percent infected. Unlike above, these are straight subtractions, so -25% for a level five plague to a 40% to hit chance means it becomes 15%. Like planets, ships can contain plagues too. They do not, however, have an infected percentage. </font>
Medical Bays cover a certain size in Kt. Value2 of the medical bay ability is used to indicate how much coverage they provide. A fully covered ship is one who has the sum of their medical bays equal to or greater than the ship's size. When different levels of medical bays are mixed, all bays below the strongest medical bay have their coverage values multipled by their own level and then divided by the level of the best bay. So a 200 Kt level 5 bay and a 200 Kt level 2 bay cover 280 Kt at level 5 (200 * 2 / 5 = 80, plus the 200 from the other bay). If a ship has only partial coverage, they do not gain total immunity. Instead, the percentage of size actually covered is the percent chance per turn they medical bay is actually allowed to function. However, unlike with full coverage, plagues below the level of the medical bay are not removed if they bay works on a given turn. Instead, they have their level reduced by one automatically. How do ships get infected you ask? Any of the following transmits a plague of an equal level as the source to the ship: </font>
In addition, a fleet is treated as if it is a single ship with a single plague. This means all medical bays within the fleet are combined to determine if they provide full coverage for the entire fleet. Removing the plague in the fleet works the same as if it were one gaint ship. Next, how to cure planets. Make a medical bay component for weapon platforms that leaves no room for weapons. It works under exactly the same rules as medical bays for ships, except their value2 indicates population protected. So drop a bunch of "Emergency Hospitals" on a plagued planet and they can whip the plague eventually. It would also be possible to make a troop sized Version of the component. Now how to deliver plagues to planets. First, a planet that conducts an activity with a plagued ship,which would plague a ship (such as resupplying a ship) recieves a plague of that level at an infected percentage of 1% or 1 divided by their population times 10%, whichever is greater (so on a planet with 5M pop, they'd get 1 / 5 * 10% = 2%). This is a once per turn event, no matter how many ships are involved, although the greatest plague wins, so you can't plague a planet with a level one, then quickly drop the cargo of the ship with the level five plague. As a special case, if the planet's infected percentage is already greater than the initial exposure percentage, then contact with a greater level plague increases the planet's plague level by one (and leaves the infected percentage alone). This can occur at most once per turn to a given planet. Weapons use their damage rating to determine that number being divided by. At the end of combat, total up that number from all plague weapons (assume for the moment they were all the same level) and divide by the population and multiply by 10% to find the infected percentage of the planet after combat ends. If multiple plague level weapons are used, the greatest plague level wins. All lesser weapons contribute to the total modified by the weaker weapon's level divided by the greater weapon's level. So, if a plague level five weapon hits for 50, then a plague level three hits for 50, the total number so far becomes 80 (3 / 5 * 50 = 30, plus the 50 from the first weapon). On a planet with 2000M people, just those two hits would yield a level five plague with an infection percentage of 0.4% (80 / 2000 * 10%), which you could use a quick random roll to determine how to round: Using a "d10", on a 1-4 round up, on a 6-10 round down. Make a few of those values moddable and make fighters carry the combat penalties of the plague from their launch source and I think that about covers it. You get medical ships with tons of medical bays to fleet with infected ships and/or accompany your regular fleets. You can load them up with cargo bays to carry portable hospitals for cleaning up your planets. See, lots of possiblities and its all short and sweet http://forum.shrapnelgames.com/images/icons/icon12.gif . Oh, I dropped a section on spreading plagues between planets in the same system just via the invisible trade that occurs because it was getting kinda long, but it would just be an extension of the infected ships infecting a planet, just using an invisible plagued ship instead. |
Re: Suggestion for an improved plague model.
Quote:
Ships and Bases with master computers should, I think, do 1 of either 3 things. 1. Behave normally, but spread plagues to planets with space yards or stations with space yards/repair bays or ships with space yards/repair bays. 2. Have a combat penalty and a defensive penalty but effective as a ram device to ships and planets. 3. The MC is destroyed, and must be cleaned before salvaging. (Or number 1 happens) for troops, If doable, include an option to KILL the population and DESTROY the colony. The massacering troops are also killed to stop the contagion. This would be a simple plan to destroy the colony, or a dire Last resort. This would have a negative effect on the empire (Even if you are a dictator, Free speech is bound to apply somewhere) as people would revolt against a murdering ruler. Other empires, however would be more humble, and only stop trading with you. The needs of the many outweigh the needs of the few. |
Re: Suggestion for an improved plague model.
Just thought I'd add three minor tweaks:
1) Full coverage of a planet should occur based on the medical "weapon platforms" having enough total coverage to cover the population times the infected percent. So if you drop enough "field hospitals" to cover 100M people on a 200M planet, and it is at 50% infected, you've got full coverage. 2) Planetary plague treatment should never be automatic, even with full coverage. Instead, it should be 50% successful +5% per level the plague is below the level of the centers. 3) Instead of reducing plague levels on planets, each successful treatment reduces the infected percentage by 2-4 points. If you have a solid multiple over fully covered, multiple this reduction by that amount (e.g., if 20% of a 100M planet is infected and you have 60M in coverage, that is three times the minimum for full coverage and so you get 3-12 points knocked of the infected percentage each time treatment is successful). Round down to the nearest whole multplier (i.e., you can get x2.5) and you don't get penalized with a fractional [Edit: Oops, didn't mean factional http://forum.shrapnelgames.com/images/icons/icon7.gif ] multiplier for having less than full coverage. There, that should do it. I'll leave genociding populations to contain plagues to someone else http://forum.shrapnelgames.com/images/icons/icon7.gif . [ August 31, 2002, 21:55: Message edited by: Zanthis ] |
All times are GMT -4. The time now is 12:58 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.