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Author Topic:   Obliterating bases more realistically
Xerxes314 posted 05-13-99 09:44 PM ET   Click Here to See the Profile for Xerxes314   Click Here to Email Xerxes314  
It seems unlikely to me that anybody could just totally destroy a base. Here are a few reasons:

1) What to do with lots of buildings?
If the owner can only get rid them one at a time why can you destroy them all at once?

Solution: Add Ruined Cities. These would be cities with population zero, but with base facilites that could be used or sold as the base's owner sees fit. Of course, the ruin could also be used for recolonization. On a side issue, too many base facilities are destroyed when a base is taken, and they are destroyed in an unrealistic way. High-tech facilities go first!

2) People are going to flee

Solution: Instead of instantaneously destroying everything, maybe 1/3 of the population is killed. The rest of the population is scattered in a 1-square radius as Colony Pods. There could be an "Emergency Evacuation" base facility (and an Emergency Broadcast System SP?) that could better equip those pods. Good armor/reactor/chassis, etc. On the other hand, too many pods would allow the player who took a hit to make a jillion new cities. Perhaps most of these pods could be "impotent" and only join other cities. Of course, an impotent pod could still join a Ruined Base.

3) People will fight back

Solution: Bring back the partisan. They may not be good for anything, but they could protect those colony pods and harass the opponents for a while.

That's all I can think of right now, but these things would make a simplistic option more realistic.

GaryD posted 05-14-99 09:40 AM ET     Click Here to See the Profile for GaryD    
People have been known to fight back. I've had captured cities revolt and go back to the original faction before now.

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