Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Pirate/coruption idea

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Pirate/coruption idea Page: [1]
Login
Message << Older Topic   Newer Topic >>
Pirate/coruption idea - 12/7/2011 6:14:11 PM   
Torgrim

 

Posts: 37
Joined: 5/13/2006
Status: offline
Just had one of those ideas that just pops up when you least expects it, so here goes.

My idea is you can have an in game map filter that shows where there is more likely to be attacked by pirates and corrupted planets.
Far red on that scale means more or less lawless and far green is 0% pirate attack chance and 0% corruption.


To be able go from red to green threat status, you need ships patrolling in that system/area and/or ground building such as law enforcements that conducts regular patrols just within your system that is tied to your budget just like private sector.
More money you put in to "home defence" less corruption and pirate attacks.

Any thoughts about this?



< Message edited by Torgrim -- 12/7/2011 7:30:09 PM >
Post #: 1
RE: Pirate/coruption idea - 12/7/2011 7:56:06 PM   
Canute0

 

Posts: 616
Joined: 4/30/2010
From: Germany
Status: offline
Pirates spawn random, they are not based on corruption.
When a new Pirate base spawn they check and attack any private thing at their range. But i never saw them attack a Resort base maybe it is equiped with weapons by default.


(in reply to Torgrim)
Post #: 2
RE: Pirate/coruption idea - 12/7/2011 8:07:53 PM   
Torgrim

 

Posts: 37
Joined: 5/13/2006
Status: offline

quote:

ORIGINAL: Canute

Pirates spawn random, they are not based on corruption.
When a new Pirate base spawn they check and attack any private thing at their range. But i never saw them attack a Resort base maybe it is equiped with weapons by default.




Yes I know they spawn randomly but my threat filter helps us players to see where in our empire the law is lower and more critical hence more pirate spawn in that area, corruption is only a part of that.
Less law more criminals (pirates) and more corruption in that colony.

It's just a thought I had how to make the criminal elements more alive and let us players spend money and or ships to deal with the threat.

(in reply to Canute0)
Post #: 3
RE: Pirate/coruption idea - 12/7/2011 9:05:13 PM   
Fideach

 

Posts: 175
Joined: 3/30/2010
Status: offline
Something like this may be interesting.
Would also tie in to additional facilities they could add to the game that influence corruption like the regional capitals.

(in reply to Torgrim)
Post #: 4
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Pirate/coruption idea Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

3.155