Earthquakes: Difference between revisions
From Rise: The Vieneo Province
(Created page with "introducing our first natural disaster - Earthquakes! Based on fault map and modulated statistical probability here on Earth, and based on concentration of mining operations!...") |
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Introducing our first natural disaster - Earthquakes! | |||
Based on fault map and modulated statistical probability here on Earth, and based on concentration of mining operations! | Based on fault map and modulated statistical probability here on Earth, and based on concentration of mining operations! | ||
Empowering the | ==Empowering the User== | ||
Players get to determine WHERE to build (these areas should be rich in resources to lure users to risk but ultimately up to them) | Players get to determine WHERE to build (these areas should be rich in resources to lure users to risk but ultimately up to them) | ||
Power to invest in preemptive defense (earthquake-proof structures, 30% damage, reduction, something to spend money on) | Power to invest in preemptive defense (earthquake-proof structures, 30% damage, reduction, something to spend money on) | ||
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Power to capitalize (wealthy can take over contracts affected by interruptions, the poor can pillage/loot unprotected property) | Power to capitalize (wealthy can take over contracts affected by interruptions, the poor can pillage/loot unprotected property) | ||
Player | ==Player Awareness== | ||
Refer to fault map, buy seismic data from other players, seismic data as part of assay? | Refer to fault map, buy seismic data from other players, seismic data as part of assay? | ||
Gameplay | ==Gameplay Factors== | ||
Upset and power redistribution (risk is higher where large mining operations are ... deaths are proportionate to the number of colonists living near epicenter) | Upset and power redistribution (risk is higher where large mining operations are ... deaths are proportionate to the number of colonists living near epicenter) | ||
[[Category:Gameplay]] | |||
Revision as of 17:49, 10 May 2018
Introducing our first natural disaster - Earthquakes!
Based on fault map and modulated statistical probability here on Earth, and based on concentration of mining operations!
Empowering the User
Players get to determine WHERE to build (these areas should be rich in resources to lure users to risk but ultimately up to them) Power to invest in preemptive defense (earthquake-proof structures, 30% damage, reduction, something to spend money on) Power to influence/defend (disaster immediately prompts player to dispatch security to protect stored goods from pillage/loot) Power to capitalize (wealthy can take over contracts affected by interruptions, the poor can pillage/loot unprotected property)
Player Awareness
Refer to fault map, buy seismic data from other players, seismic data as part of assay?
Gameplay Factors
Upset and power redistribution (risk is higher where large mining operations are ... deaths are proportionate to the number of colonists living near epicenter)