I guess its going a little off topic, but it is about obfuscating plagues and intel projects...
For intel and plagues, it would be nice if it were planet and ship-based as well.
Spies should be something like a unit, possibly just a counter, though.
It would cost a lot of intel points to create a spy on an enemy world directly, but only a few to train one at home. Large populations should make it easier to find good and willing spies for your side, except for homeworlds, perhaps.
The difficulty of infiltrating spies from a ship to the surface should also depend on the population size.
The potential actions of spies on a planet should depend entirely on the facilities present. Sabotage would be limited to what is produced by the local facilities.
On a planet with research centers, the theft and sabotage of technology would be enabled.
On a planet with a spaceyard, tracking devices could be implanted into ships under construction. (They would reveal position and status of the ship to the spying empire)
On a planet with a resupply depot, ship bombs could be planted on passing ships.
And etc.
- The facility definition should probably specify which intel projects they make the planet vulnerable to.
- Some intel projects, like anti-population and unit storage info/sabotage would be specified as facility-independent.
The acutal spy projects should cost no intel points at all, but instead carry a significant chance of the spy being thwarted, a moderate chance of the spy being killed in the attempt, and a small chance of the spy being captured and interrogated to reveal who sent him.
Only when you run out of spies do you have to spend points to train more.
Intel points could be spent on maintenace, though, and would reduce the chance of the spies being discovered by counter intel projects.
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Plagues:
Each plague should have:
1) A specific incubation time.
- From 1 game turn to a year or more.
Short incubation times mean the plague is noticed early, and gives the player lots of time to halt ships and prevent it from spreading to other planets.
- After arriving at a planet, the plague will spread but not cause any effects until the incubation time has passed.
- After the incubation time has passed on the first infected planet, the disease will be discovered by the afflicted race. After discovery, all medical facilities and components across the empire will start to counter the plague, even planets still in the incubation stage.
2) A virulence rating.
- How many more people contract the plague each turn that it Lasts. Both a maximum % increase, and a maximum count increase.
3) A deadliness rating, separate values for each race in the game.
- The common cold may be rampant on earth, but causes mere discomfort and lowers happiness a bit.
When the Amonkrie visit and contract the plague, they could start dying after only 1 turn.
- Out of the infected population, specify what % will be incapacitated, and what % will die. The remaining amount are carriers of the disease, but not hurt significantly by it.
The effective population for use in production and research points is reduced by the number of incapacitated people.
Higher level plagues would have longer incubation times, spread faster and be deadly to more than one race.
Low level plagues would show their effects right away, not spread to many people, and be deadly to at most one race.
Multiple plague bombs would infect more people initially. Enough hits would overwhelm the medical facilities.
Note: The incapacitated % could very well be more than 100%.
At 300%, it means for each infected person, two uninfected people are forced to stop working in order to care for them!
A high level plague like that which incapacitates the population very quickly, but dosen't kill, would be perfect for just before a ground invasion. After which you go and cure the people.
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For medical bays and facilities.
Medical facilities on the planet could subtract from the virulence of any plague, while curing a set number each turn.
Medical components in orbit would probably just cure a set number.
Any ships in the same sector as a medical bay would be cured of the plague
if the plague has been discovered already
If the medics get there early, the # cured per turn may exceed the new infection rates, and the plague would slowly be eliminated. Otherwise, the medics will only be able to slow the progress of the disease until more help arrives in the form of extra medical ships and facilities.
When a plague is discovered, a new research area could open up, and allow the player to study better cures.
Each level researched could add some amount to the cure rate and virulence reduction of the specific plague.
If dynamically generated, the tech area name should probably be "[planetname] plague of [gamedate]" or some variation on the theme.
[ May 07, 2004, 21:11: Message edited by: Suicide Junkie ]