Planetary Problems

colonizing is so easy

How about planetary problems? You shouldn't be able to just send supplies down on an uninhabited planets (what are the chances) and be able to capture it. And you only ever need one colony frigate. Have a bar that shows the progress of the planet being colonized, have some "resistance" slowing down the bar, or in cases of extreme resistance (planets already owned), have it go backwards. You have to send multiple colony frigates to take down that owned planet (something of the order of 6 to 7) in a reasonable time frame (a minute). Or you could always bomb the hell out of the planet, which would create "resistance" after they have been wiped out because you just destroyed the planet you want to colonize, but is perhaps a third of the initial resistance of a populated planet. Give players the option to persuade the colonized planet to join you, in effect giving you all the upgrades and structures around that planet. A huge price tag (something like 10,000 credits, 2,500 metal, 1,250) to start the persuasion and some full five minutes for it to finish.
19,582 views 5 replies
Reply #1 Top
My understanding of how it works at the moment is that when you capture an inhabited planet you bomb EVERYTHING and EVERYONE on it, and that sort of explains why it takes the same effort to capture an (clumsy way of saying it but..) ex-inhabited planet as it does to capture an uninhabited one.

I agree though that having other options than just nuking everyone planetside would be nice and feature that you mentioned like resistance would be nice and fun
Reply #2 Top
I think the population shouldnt just automaticly die when colonizing, it happens too fast and is too unrealistic.
Reply #3 Top

The particular area of the galaxy that Sins takes place in is mostly all Trader or ex-Trader space so a large portion of the worlds are already actually colonized by humans and somewhat developed when you take them over.

The process of taking over a planet in Sins is more about breaking down their resistance and controlling infrastructure and then sending down your adminstrators, law enforcement, government, assistants etc. You will notice that the "health" of the planet is actually seperate from the "population". Certain weapons are much more effective at reducing "health" and maintaining population so that when you take it over, there is more population waiting there for you to tax. You'll see more of this in the future.

 

Reply #4 Top
*glee*
Reply #5 Top
Certain weapons are much more effective at reducing "health" and maintaining population so that when you take it over, there is more population waiting there for you to tax. You'll see more of this in the future.




never noticed this....