Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

Pages: [1] 2

Author Topic: Bombardment disruption should be capped at the time it takes to build a new one  (Read 1496 times)

Troika

  • Lieutenant
  • **
  • Posts: 80
    • View Profile

Seriously, having ANY industry be disrupted for longer than it takes to build a completely new one makes little logical sense. You can't even tear them down and build a new one because the new one inherits the disruption.
Logged

RawCode

  • Admiral
  • *****
  • Posts: 509
    • View Profile

it's implied that nature if disruption related to infrastructure damage, not industry "destruction".

if you have railroad network disabled, it does not matter, will you rebuild fuel factory or not, as fuel just can't be delivered to starport or processed by starport.

only logic and immersion breaking part is lack of partial recovery stages, production should not start instantly at full capacity
Logged

Thaago

  • Global Moderator
  • Admiral
  • *****
  • Posts: 4189
  • Quantum Mechanic
    • View Profile
    • Email

Partial recovery stages would be a really good idea, especially for industries such as 'spaceport' where a disruption effectively resets the colony. Letting a colony at least creep back up from -100k/month as the damage is repaired would go a long way to the current meta: nuking every building and tediously waiting.
Logged

Blothorn

  • Commander
  • ***
  • Posts: 112
    • View Profile
    • Email

it's implied that nature if disruption related to infrastructure damage, not industry "destruction".

if you have railroad network disabled, it does not matter, will you rebuild fuel factory or not, as fuel just can't be delivered to starport or processed by starport.

only logic and immersion breaking part is lack of partial recovery stages, production should not start instantly at full capacity

It does seem very weird that if I drop a bunch of people and machinery on a planet they can have a functional spaceport in 15 days, but if someone raids that one it will take them 300 days to get it back online--it clearly only depends on 15 days' worth of industry, so even if they have to rebuild everything from the ground up it should only take that long.
Logged

Wyvern

  • Admiral
  • *****
  • Posts: 2410
    • View Profile

it clearly only depends on 15 days' worth of industry, so even if they have to rebuild everything from the ground up it should only take that long.
You're assuming that the ground is still there, and not radioactive or anything.  Even if construction is only 15 days, cleanup and decontamination could take significantly longer.

...Of course, for a small colony, you ought to be able to just move a few miles over and build a completely fresh new spaceport, at least as long as the player is willing to invest the funds for that.  Maybe we could use a 'purchase accelerated recovery' option along the lines of the very expensive 'stabilize' option?
Logged
Wyvern is 100% correct about the math.

RawCode

  • Admiral
  • *****
  • Posts: 509
    • View Profile

disruption should have multiple separate effects:

1) Disable industry completely for time, related to building time of said industry
2) Disable bonus from colony size
3) Gradually restore production bonus over time

As result, 900 days disruption of starport, that can be build from scratch in 15 days won't be illogical, as you will get starport in 15 days back, but that starport will have performance of zero size colony and getting all bonuses back will take time, similar to time that was required to get said bonuses.

Logged

Deshara

  • Admiral
  • *****
  • Posts: 1026
    • View Profile
    • Email

Allow me to do a little back of the napkin calculating; It took about 10 years for the world's infrastructure to recover from WW2.
All the bombs combined were 3.5 megatons of explosives.
Each warhead in the 15 warhead Trident MIRV missile that a Ohio-class nuclear strike submarine carries a dozen of is, each, 3.5 megatons of yield.
So, one Ohio class submarine can drop the equivalent of all of the bombs dropped in the world's biggest war ever, more than one hundred and eighty times over.
180 x 10 years = 1,800 year's worth of damage.
One vessel. Now.

And keep in mind; this is just how long it took to rebuild the leveled cities.
We're still recovering from the demographic impact of WW2. The fact that the world is ruled by people who will die of natural causes before the affects of their social structure kick the world into a furnace -- rendering the world's administrations incapable of appropriately reacting to the looming threat of global climate disaster? That's WW2. 70 years later, from a (in most places) less than five year war.
If anything SS should make it worse.
Logged

RawCode

  • Admiral
  • *****
  • Posts: 509
    • View Profile

SS world already suffer from "super world war" that decimated entire planets just few years ago and t1 colony is just 1000 people managing makeshift structures.

world already hit floor and things can't go worse.
Logged

Plantissue

  • Admiral
  • *****
  • Posts: 751
    • View Profile
    • Email

It does seem a bit off. Especially since it is supposed to be disrupted, not bombed back to uninhabited level. At the very least, it shouldn't be too hard to find a new spot to build whatever that industry is.
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 2783
  • Kickstarter is NOT a magic spring of free money!
    • View Profile

I think recovery time should be tied to the size: if it takes 15 days to build a Spaceport for the thousand people on a size 3 colony, it would make sense to have a much harder time to rebuild a spaceport on a size 8 colony. That plus progressive recovery rather than just off/on could go a longway into conveying the amount of damage dealt. 
Logged
 

Mr. Nobody

  • Commander
  • ***
  • Posts: 223
    • View Profile

I think recovery time should be tied to the size: if it takes 15 days to build a Spaceport for the thousand people on a size 3 colony, it would make sense to have a much harder time to rebuild a spaceport on a size 8 colony. That plus progressive recovery rather than just off/on could go a longway into conveying the amount of damage dealt. 
You have 100000 times as much manpower though
Logged
On the left half of the Bell curve

Tartiflette

  • Admiral
  • *****
  • Posts: 2783
  • Kickstarter is NOT a magic spring of free money!
    • View Profile

But manpower is barely relevant without tools, ressources and machinery. At best you can clear some rubble quicker.

At best you would need a "Reconstruction" Industry that can be built quickly and shorten the recovery time at the cost of insane amounts of ressources.
« Last Edit: February 13, 2019, 04:36:09 AM by Tartiflette »
Logged
 

Plantissue

  • Admiral
  • *****
  • Posts: 751
    • View Profile
    • Email

Colony income goes up with population does it not? You can assume that the tools, resources and machinery are kept pace with population.
Logged

RawCode

  • Admiral
  • *****
  • Posts: 509
    • View Profile

everything scales with population.

but it's incorrect to assume linear scaling of everything with equal rate.
Logged

Plantissue

  • Admiral
  • *****
  • Posts: 751
    • View Profile
    • Email

Yeah you can assume that as population rises, the tools, resources and machinery actually rises out of proportion due to the effects of capitalism. But if you simply take taxed economy (or whatever it is that produces basic colony income) as a general shorthand for the general level of tools, resources and machinery, then it literally scales (in starsectors measurement of power of 10) as population rises.
Logged
Pages: [1] 2