skulbrane / endgame-singularity

Automatically exported from code.google.com/p/endgame-singularity
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Disasters #42

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
A disaster is a random bad event that can happen to a base.  They should be
customized to each base type and/or location, for flavor.

* The chance should be per day on each base, but very low.
* Some events leave traces behind that cause suspicion.  This can be
combined with emh's "extra item" suggestion on issue 40, to allow a rapid
response team to give a 90% chance that the traces were cleaned in time.
* Possible events: Explosive equipment malfunction, buried under a
landslide, or hit by a meteor.

Original issue reported on code.google.com by funnyman3595 on 8 May 2008 at 8:00

GoogleCodeExporter commented 9 years ago
Large scale disasters that can wipe out an entire continent and/or have lasting 
effects.

Original comment by funnyman3595 on 30 Jul 2008 at 3:13

GoogleCodeExporter commented 9 years ago
Pushing back to 0.30.

Original comment by funnyman3595 on 11 Aug 2008 at 8:52

GoogleCodeExporter commented 9 years ago
Shifting to next release milestone.

Original comment by phil.bor...@gmail.com on 27 Jan 2009 at 12:37

GoogleCodeExporter commented 9 years ago
Unless the landslide disconnects a base's communications efforts with other 
bases, it 
should reduce the base to 0% detection... until the people uncover it again.

Original comment by Avaera8820 on 13 Oct 2009 at 7:06

GoogleCodeExporter commented 9 years ago
Disasters destroying moon, deep space, or parallel universe bases make more 
sense than humans "Discovering" them.

Honestly if you have a base on the moon, what can they really do to stop you, 
even if they can discover you.

Original comment by alextheg...@gmail.com on 24 May 2014 at 8:58