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 Rebellions 
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Joined: Tue May 29, 2012 1:38 pm
Posts: 72
Location: UK (Preston)
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How about a way of sneak attacking planets by encouraging the population to revolt.

The idea is that the ruler of the planet can be undermined by the attacker. Each attempt at coersion will add 10 population to your rebelion with a percentage chance to be discovered which increases with each attempt. Once discovered, the rebelion is crushed, removing the total population but bolstering the defence for a time (say an increase of 50%). At any time though, the attacker can activate the rebels who will reduce the population in the same way, and also possibly reduce defence, based on how many rebels there are.

As an example, consider a planet with 500 population. A player can pursuade 10 of them to rebel, with a 10% chance of being discovered, the next 10 will have a 12% chance, the next, 14% and so on. By the time 100 people have been convinced, the chance is up at 30%. It may be the next attempt that would fail increasing the defence of the planet while lowering the population by that 100, so the attacker instead decides to activate the rebels and launch an attack. The population drops to 400 and defence is reduced.

Either way, the planet owner doesnt manage to find out about the rebellion until its either activated or discovered. However, there could be buildings that help by increasing the chance of discovery or stop the defence dropping so much.

Feel free to flesh it out some more...


Tue May 29, 2012 2:06 pm
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Joined: Sat Nov 06, 2010 5:10 pm
Posts: 107
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I like this. I like this a lot. Gives the game a little bit more in the way of the sneaky bastard. Here's some things that may help it:

Maybe things like the Soldiers Barracks or Planetary council reduce the amount of people recruited each time, or increase the chance of the rebellion being discovered?

Your chance of being discovered should be based on your cloak versus their scan and the planets cloak, or something like that.

And there should be four types of success-
Critical success: Adds the normal 10 to the rebellion, but due to their advanced training, your chance of being detected doesn't increase.
Success: +10 to the rebellion.
Light Fail: Rebellion is crushed, but they don't know that you were the one who started it.
Fail: Rebellion crushed, you're identified.
Critical fail: Not only was the rebellion crushed and you were detected and identified, but due to the enraged defenders, you take DOUBLE the damage you normally would have if you had just attacked it normally (one time thing), and the owner of the planet can do %10 more damage to you for a small period of time(12-24 hours) because they're pissed off also.

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Tue May 29, 2012 2:59 pm
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Joined: Tue Jun 08, 2010 3:47 pm
Posts: 2180
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I think this could be a great idea as well. Something more to do with planets. :D Also if you activate the rebellion it should have a 50% chance of not allowing any other arti's used on it. Or maybe just take the pop down by that much that can't be restored by the defending player. So the higher you get it the better. :D

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Tue May 29, 2012 3:46 pm
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Joined: Tue May 29, 2012 1:38 pm
Posts: 72
Location: UK (Preston)
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Should have mentioned the rebelious population would decrease over time if it is not used, in the same way the ordinary population increases over time.

The idea was actually sparked by the culture/happiness levels of towns in civilization and the way population can naturally "convert" to another civ. I liked the idea of attacking a planet from the inside, but wanted a way of keeping it as uncomplicated as possible. Perhaps though, there could be a short time where it is easier for the original owner to incite revolt after the planet is taken from them.

Another way of doing this, again based on civ, is to send individual missions to subvert the population. The more you try to subvert or the quicker you choose to do it, the more discoverable it will be. This would lead to long term tactics to take a planet. There could be a new probe to expose and neutralise any rebellion meaning you wouldn't want to take TOO long over it...


Tue May 29, 2012 7:45 pm
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