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 Negative Planetary Event 
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Joined: Wed Jan 05, 2011 2:52 am
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There are a lot of temporary positive planetary events, but I was thinking, what about the negative ones, which only ever seems to appear after an invasion? So, I was thinking for a few small ones:

Scientists Strike: -10% research production on planet for one week.
Miners Strike: -10% mining production on planet for one week.
Archeologists/Excavators Strike: -10% artifact production on planet for one week.

Pandemic: -50% population for one week.
Natural Disastar: -5% production of all resources on planet for one week.

What do you all think?

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Wed Dec 07, 2011 3:56 am
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I'd be pissed if I got any of those, but it's nice idea. Makes things interesting. Don't think I would vote for the pandemic though. That could leave a planet TOO vulnerable to invasion.

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Wed Dec 07, 2011 4:07 am
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Hansolocal wrote:
what about the negative ones, which only ever seems to appear after an invasion?
What do you all think?

dan said that invasions could be beneficial or detrimental,... but you're right... dan didn't say that randoms wouldn't have a chance at detrimental effects... so... sure.. let's have some!! (just a few)

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Wed Dec 07, 2011 4:10 am
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Darth Flagitious wrote:
I'd be pissed if I got any of those, but it's nice idea. Makes things interesting. Don't think I would vote for the pandemic though. That could leave a planet TOO vulnerable to invasion.

I just thought that it was annoying only having positive planetary events. Yes, I understand that people would complain about negative planetary events, but it's also more realistic and it keeps people on their toes.

I can understand the grievance about pandemic though but, the way I'm thinking it is, it will increase PvP, and there's nothing better than increased PvP. But, if -50% is too much, how about -25%?

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Wed Dec 07, 2011 4:11 am
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Lone.Lycan wrote:
Hansolocal wrote:
what about the negative ones, which only ever seems to appear after an invasion?
What do you all think?

dan said that invasions could be beneficial or detrimental,... but you're right... dan didn't say that randoms wouldn't have a chance at detrimental effects... so... sure.. let's have some!! (just a few)

Well, at the moment, there are 15 positive planetary events (that's including permanant ones and going on the basis that I can count) but only 3 negative ones. Let's balance, keep things interesting!

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Wed Dec 07, 2011 4:12 am
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-10% to ( choose one: mining, artifact, research, all production ) for 1 week <= there's 4 for ya
-25% (ok, maybe 50%?) to planetary ( choose one: attack, defense, cloak, population ) for 1 week <= there's 4 (maybe 8?) more

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Wed Dec 07, 2011 4:20 am
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I was thinking of some: (All are random) [Not all of these have to be implemented!!! Just a few.]

Accelerated Erosion - Reports accelerated erosion on the planet, decreases mining by 10% for 1 week.

Relic Trap - Reports that traps in ancient relics have killed many archaeologists, decreases artifact production by 10% for 1 week.

Compromised - Reports that important research data archives have been hacked, decreases research production by 10-15% for 1 week.

Economic Depression - Reports that an economic depression has started, decreases all production by 10% for 1 week.

Ionic Pulse - Reports that a pulse of ionic particles has affected planetary orbital minefields, lowers planetary attack by 10-20% for 1 week.
EMP Pulse - Reports that an EMP pulse has been detected, decreases planetary defense by 10-20% for 1 week.
Anti-Cloak Beacon - Reports that an Anti-Cloak Beacon has been found on the planet, decreases cloak by 20-30% for 1 week. (Random/Invasion)

-----------

Some negative events with positive side effects:

Global Virus - Reports a global virus has spread over the planet, reduces population rate by 75% but increases research by 20% for 1 week. (Invasion)
Asteroid Impact - Reports that an asteroid has impacted the surface, reduces max population by 20% but increases mining by 10% for 1 week. (Colonize/Random)
Cloaked Relics - Reports that new relics are cloaked and anti-cloak artifacts are used on the planet, reduces cloak by 25% but increases artifact by 10-15% for 1 week.

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Wed Dec 07, 2011 8:56 am
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We had considered these, but figured most players wouldn't advocate for them. One twist we thought about was having events that forced the player to make a choice between different situations, which results in multiple effects to offset the penalty.


Wed Dec 07, 2011 6:23 pm
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if you guys are familiar with galactic civilization there were events on planets when you colonize the planet. There were sometimes 3 options.

Honestly I don't mind sacrificing some population to gain a few more production. Of course there should be a drawback. Or gaining more spaces for a fee. These are the type of things that will make or break a planet.

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Wed Dec 07, 2011 6:59 pm
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let's say we get 2 positive events a week on average right now
it would be fine with me if there was a 20-30% chance of getting a "bad" one if the rate is boosted to like 5/week on average

That way, things would about balance out nicely while make things more interesting.

Although I would vote against any kind of -cloak debuffs. I'm far from the 17k full safety myself. But for those who have it, it's almost same as making planet lose invinicbility, and that just feels wrong.

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Wed Dec 07, 2011 11:38 pm
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+1 good idea

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Wed Dec 07, 2011 11:55 pm
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Negative one should be endable for EM CTP Energy and Creds
I.E. Scientist strike. Cost Plntsqrd/5 million creds to end


Fri Dec 09, 2011 11:56 pm
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Yes thats a nice idea. being able to have the choice to (Pay) to end the negative effects like strikes and natural disasters or uprising or insurrections on your worlds, but the cost of ending the event should equal the cost of the planetary effect in research, artifacts, minerals, credits, exotic matter, ect. mini missions in effect that you have to quell on your planets, but let the effectiveness of how you do it in a speedy fashion determine the bonus of the outcome. you are paying for it, you should be reimbursed for taking the time to pay attention to a world in trouble's needs.

You never know... you could have a group of wildcatters find a crashed ancient alien ship and unleash a xenomorph infestation of your colony... we are explorers... gotta take the good with the bad...

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Sat Dec 10, 2011 12:38 pm
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1st of all I think the new planet effects are awesome :)
Love the idea of negative effects, if your going to have positive effects, you should have some negative to go along with it.

What about having artifacts that interact with these effects.Artifacts that work 2 ways, when used on your own planets can turn a random negative effect into a positive one and when used on an enemy planet can turn a positive into a negative.

there should be different types of these artifacts, ones that reverse production effects or research effects, ones that reverse attack or defense effects, cloaking effects, ect.
These artifacts can be used to protect your own planets or sabotage enemy planets.
example:
lets say you get a random effect that decreases your production, you would have to have a production based artifact to reverse the effect into a positive one.if you dont have the right artifact, you cannot change the effect and are stuck with it.
or you could take that same production based artifact and use it against an enemy planet that is already experiencing a positive production effect and turn it into a negative production effect..(just like when any artifacts are used on a planet by an enemy, the planet owner would receive a message)

This could open a whole new dimension to planet based warfare.


Sat Dec 10, 2011 5:02 pm
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webguydan wrote:
We had considered these, but figured most players wouldn't advocate for them. One twist we thought about was having events that forced the player to make a choice between different situations, which results in multiple effects to offset the penalty.


Reading this post it looks like everyone is in favor of this, or at least those that took the time to reply. I would definately like to see something like this, I like choices and options. Kinda like life you have to take the good with the bad. ;)

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Mon Dec 12, 2011 12:19 am
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