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April 17, 2008 at 5:33 am #588
So here’s my idea. Multiple cities on a planet.
Clans can capture each city at a a time
To lower popular support, they can not only use diplomacy, but they can destroy things. From space, pilots could
BOMB <amountofbombs> <city> [<industrial/military/civilian>] (things in [] brackets are optional)
Each city would have a industrial/military/civilian count that had to be replenished manually with money from the clan that owns the city (Diplo/leader skill) When you got industrial up, your economy would do well. (And player cargo running/prices could affect the Industry count, which would basically be how much a planet has of a resource and vice versa)
When you get civilian up, military & industrial increase, as well as pop support.
When you have military up, it becomes harder to take the city. When military is above 50 (Out of a max 100), your military becomes more powerful in that area and you can call more troops, etc.
You can also use landmines/grenades/etc t o destroy things like barracks, industrial buildings, people’s homes, etc. Or maybe make a C4 Explosive style item made specifically for this.
To take a planet, they have to capture each city and get each city’s citizen count above 75. Once they do that, popular support on the planet will raise, aided by diplomacy skills.
Maybe tie in player-built structures with the economy. I.E. a engy base there gives a boost to industrial, homes give a boost to civilian, military base, obviously, gives boost to military.
Ideas?
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April 17, 2008 at 10:27 pm #5779
I support anything that further develops the roles of diplomacy and leadership on the MUD. Planets have needed fixing for a long time. I don’t know why Coruscant has a population of like, 300, but doesn’t sound right to me.
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April 17, 2008 at 10:54 pm #5781
I support this, Diplomacy needs more interesting skills then just "spam propaganda on every civilian mob you see"
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