Fractal Softworks Forum

Starsector => Suggestions => Topic started by: Troika on February 05, 2019, 06:21:20 PM

Title: Bombardment disruption should be capped at the time it takes to build a new one
Post by: Troika on February 05, 2019, 06:21:20 PM
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.
Title: Re: Bombardment disruption should be capped at the time it takes to build a new one
Post by: RawCode on February 06, 2019, 03:15:08 AM
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
Title: Re: Bombardment disruption should be capped at the time it takes to build a new one
Post by: Thaago on February 06, 2019, 10:39:52 AM
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.
Title: Re: Bombardment disruption should be capped at the time it takes to build a new one
Post by: Blothorn on February 06, 2019, 02:24:28 PM
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.
Title: Re: Bombardment disruption should be capped at the time it takes to build a new one
Post by: Wyvern on February 06, 2019, 02:34:02 PM
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?
Title: Re: Bombardment disruption should be capped at the time it takes to build a new one
Post by: RawCode on February 06, 2019, 11:41:07 PM
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.

Title: Re: Bombardment disruption should be capped at the time it takes to build a new one
Post by: Deshara on February 09, 2019, 07:26:22 PM
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.
Title: Re: Bombardment disruption should be capped at the time it takes to build a new one
Post by: RawCode on February 10, 2019, 11:06:16 AM
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.
Title: Re: Bombardment disruption should be capped at the time it takes to build a new one
Post by: Plantissue on February 12, 2019, 12:38:11 PM
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.
Title: Re: Bombardment disruption should be capped at the time it takes to build a new one
Post by: Tartiflette on February 13, 2019, 12:38:11 AM
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. 
Title: Re: Bombardment disruption should be capped at the time it takes to build a new one
Post by: Mr. Nobody on February 13, 2019, 02:44:53 AM
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
Title: Re: Bombardment disruption should be capped at the time it takes to build a new one
Post by: Tartiflette on February 13, 2019, 04:33:37 AM
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.
Title: Re: Bombardment disruption should be capped at the time it takes to build a new one
Post by: Plantissue on February 13, 2019, 02:01:47 PM
Colony income goes up with population does it not? You can assume that the tools, resources and machinery are kept pace with population.
Title: Re: Bombardment disruption should be capped at the time it takes to build a new one
Post by: RawCode on February 13, 2019, 11:07:08 PM
everything scales with population.

but it's incorrect to assume linear scaling of everything with equal rate.
Title: Re: Bombardment disruption should be capped at the time it takes to build a new one
Post by: Plantissue on February 14, 2019, 01:39:41 PM
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.
Title: Re: Bombardment disruption should be capped at the time it takes to build a new one
Post by: intrinsic_parity on February 14, 2019, 02:11:07 PM
The build time remains constant with scaling industry which clearly indicates that construction infrastructure is scaling with population.