Planet Game Changes

firstorder

Updates on crime clan influence and general system changes

General Planet System Changes

- Appointed planet leaders no longer need the diplomat empowerment to use leadplanet on their planet.

- Conversely, to simplify the logistics of planet management, people with the diplomat empowerment can now use leadplanet anywhere, as can the clan leader, first, or second.

- Things which reduce the current government's military presence and increase your own (bombard, blockade, and killing police) will now boost your presence by twice the amount if the current government's military presence has dropped to 0, to speed up capture of poorly defended planets.


Crime-Related Changes

Time for a round of tweaks to the crime system. Crime had been too likely to stick to the extremes; Either it'd be below the planet's military presence and quickly drop to 0, or it'd get above that and end up stuck at 100 because the criminal mobs would regularly defeat police mobs and nothing else acted against crime. The following changes are intended to allow it to stay at more moderate levels and open up new ways for players to influence the system:

- Crime's natural resting rate will now be a little higher than it has been, meaning it'll be pretty much impossible to keep corrupt planets near zero crime. On other planets, 30 military presence will usually be sufficient to keep crime near 0.

- Military presence is no longer blocked from rising on its own due to crime being higher than it.

- Crime will now fall gradually on its own if it is above the planet's natural level, determined by the government's public opinion and whether the planet is corrupt. It will fall much more slowly (-0.5/hour instead of -2/hour) when crime is above the current military presence.

- Crime clan income from neutral planets has been reduced to reflect the fact that they are more likely to be left at high crime rates and less risky to raise crime on.

- Criminal mobs will now go into hiding when the planet's crime level is under 25. They'll hide, stay in place, and not steal from anyone. This is intended to make it easier to ignore low crime rates, as there won't be any impact to players while the mobs are hiding.

- The jail skill can now be used to arrest stunned criminal mobs (or more importantly, to adept the jail skill), dropping crime by as much as killing them would, although with a chance to fail.

- Lowering crime was quick enough with high crime, as there were a lot of criminals, but when it was low, it took too long to drop it further. To help with that, when eliminating the last criminal on a planet, crime will now drop by an additional 2.5 points.

- Since police were failing to group up on criminal mobs, police and criminal mobs have been rebalanced to be roughly equal to each other.

- You can now give medpacs to police or criminal mobs to give them an edge. They'll use a medpac in their inventory every couple minutes to restore some health when needed. This means they should consistently beat opposing mobs in an even fight, although they'll still lose if they get in another fight soon afterward or are facing multiple targets.
Author Klor
Published
Categories code updates news
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