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Author Topic: Plagues, bio weapons  (Read 1248 times)

alexwtb234

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Plagues, bio weapons
« on: March 15, 2020, 12:52:47 PM »

Adding a plague, which reduces stability, and if not taken care of , can destroy a  colony, leaving a decivilized sub population , apears on terran / tundra / jungle worlds , 1/5 chance every 5 months, to eliminate  a plague ther must be a structure called research center, which can create bio weapons and also find cures,the cure progress funding apears close to the growth incentives, with an alpha core, the cure can be found in 1/3 of the time.


Bio weapons: can be made in the research center, can be deployed in a planet without the faction of said planet knowing for 2 weeks, when that time is up, said faction will investigate the origins of the virus.




Bio weapon variations:

H : Discourages the user of comsuming basic needs such as food
K: Causes Paranoia and allucinations, making the user attack nearby citizens (Theres a chance of infecting colony fleets, making them Hostile to all factions:

T : Causes canibal behavior, agressive behavior, mutations ( literally a zombie virus) , can be countered by ground forces , disrupting them can cause  devastating effects

Happy: happy pills for everyone! exept they induce a spike in demand for drugs.

Hungry: Hunger pills, population feels hungry, more than usual, rises demand for food



NATURAL PLAGUES

y_122 : A deadly fast spreading flu present on jungle worlds

O_232 : A non letal but really annoying plague that no one wants to get, reduces accessibility by 30%

P_124: present on any world that contains life, not deadly, but reduces stability by 1 and access by 10 because the fear of contraction of a disease that gives you intense Diarrea.

G_12 : Causes  1 point unrest because of the aggreassive behavior it causes on the user, and diarrea, available in any planet with life.

Ligma:  balls.

 


 
« Last Edit: March 15, 2020, 01:00:46 PM by alexwtb234 »
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SonnaBanana

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Re: Plagues, bio weapons
« Reply #1 on: March 15, 2020, 09:23:12 PM »

Can we get a framework for WMD's in general?

All WMD's do reduce stability and growth. A WMD would be define by three characteristics: Size, Complexity and Type

Size: Increases damage, increases cost and cargo space requirements, increases time needed to deploy WMD.

Complexity: Increases damage, increases cost (even moreso than size).

Types: Bio, Chemical, Nano and High Energy

Bio: Cheap. Doesn't disrupt. Imposes a small, long term hazard increase. Damage reduced by stability. Damage increased by population size.

Chemical: Very cheap. Doesn't disrupt. Imposes a large, long short hazard increase. Damage reduced by ground defenses and stability.

Nanotech: Expensive. Does disruption damage. Imposes a small, long term hazard increase. Damage reduced by ground defenses and stability. Damage increased by population size.

High Energy: Expensive. Does heavy disruption damage. Does more stability damage than other types. Imposes a large, short term hazard increase. Damage can't be reduced.






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I'm not going to check but you should feel bad :( - Alex

alexwtb234

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Re: SonnaBanana
« Reply #2 on: March 16, 2020, 06:24:06 AM »

i want diseases that cause actual market disruptions or straight up chaos on small settlements


thats why i gave the idea of the H/K/T/happy/hungry/ types , they are long term  diseases that causes a chain of events that can benift the player or screw the player, like trading with a colony infected with  a disease can infect your CREW, and bringing infected crew on your colony can infect your colony, transporting infected crew to another planet is a crime to all factions, bringing rep down to 30.
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F.B.I

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Re: Plagues, bio weapons
« Reply #3 on: March 22, 2020, 02:33:07 AM »

that the far future to cure cancer you only need to go to close pharma diseases its not problem
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Megas

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Re: Plagues, bio weapons
« Reply #4 on: March 22, 2020, 11:46:25 AM »

What can this do that either saturation bombing and/or spaceport raids cannot do?  If using a bio weapon is an atrocity, might as well sat bomb the planet until the colony is wiped off the map (if the player wants them dead).  Otherwise, just raid the planet several times for goodies (or just ignore pirates and let them raid core worlds unopposed) for cumulative penalties from unrest.
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IronBorn

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Re: Plagues, bio weapons
« Reply #5 on: March 29, 2020, 05:31:40 PM »

Well, bioweapons could be released in secret, with a chance the player is not identified. And the real advantage of bioweapons is that it would leave all infrastructure intact when recolonizing a world. However, bioweapons would take time to eliminate a colony, could accidentally spread to other worlds, or be cured.
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