Hard events in AWS / ahistorical or randomization possibilities

Started by Tha_Ape, November 09, 2017, 11:46:19 AM

SP7

Quote from: Tha_Ape on January 11, 2018, 11:54:01 AM
Thanks for that answer.

While I personally think that wars should be included, I'm ready to change ideas if it turns out it's too complicated/dangerous.
The possibilities you list are an option, but it's probably better to make a list of real events first, in order to check:
- what it's possible/impossible to implement
- but also what it's desirable/undesirable to implement

That list would not be a list of things to implement, but a document to work from to judge the options we have.
Would you be willing to help on that?

Not all wars are negative passenger/cargo events. See: the amount of pax/cargo flowing into Kabul and Kandahar in the past decade+

gazzz0x2z

Wars are a problem as it can trigger unwanted memories to players who might have been impacted by them.

OTOH, simple embargos or trade wars would be interesting, IMHO. "increasing tensions are closing the border between Algeria and France for 3 weeks, effectively cancelling all planned flights". That one would be a hard one(especially for me playing in ALG). But not wars, please.

Tha_Ape

I think the idea of listing everything (wars, but also epidemics, sport events, embargoes, natural disasters, eventually the opening of major infrastructures that might reduces aerial traffic, and such other things) is only to have an factual depiction of what happened IRL, not only a guesstimate.

From that list, we could then see what could be desirable, and what would make the game unmanageable and thus is not desirable. From real life to the game, a series of questions would be addressed before any implementation.

For example French-Algerian war's effects IRL:
- globally reducing aerial traffic
- probable increase in cargo (probably handled mostly by the military, but also by civilian airlines)
- effect not the same during the duration of the war (1954-1962), insignificant at the beginning, strong towards the end, but also high traffic at the far end due to people fleeing (Pied noirs and Harkis)

Questions:
- should that apply to France+Algeria or be somewhat random? As otherwise stable countries will be muuuuch more desirable to play in than some places in the Middle East or Africa. Let alone be Vietnam (First Indochina War 1946-1954 + Vietnam War 1955-1975)
- should a tag "decolonization war" have a different effect from a tag "war between 2 or more countries" or "civil war"?
- should the effect be strong or medium?
- should it be linear or with a special pattern? (for example: slightly increasing till reduced/medium effect is reached, then linear for a while, and then a short but harsh effect at the end?)
- etc.

So far, the thinking is rather simple. But it will be in answering those questions that we'll have a tough time. The need to enrich the game by giving it more deepness while keeping it balanced, not making the game unmanageable and really hard to play.

In a way, making a list of all those events will gather both information on real life for a "close to RL" effect if chosen. But if we go another way, it will give us info about the different possible effects, not making just 2 or 3 new events all with the same effect.
It will also give us an idea of the density of events, their localization, their type (relatively to each other). Not "thinking" but "knowing".
To know real life and take inspiration from it in order to make the game more realistic, but not to replicate real life.

MidWorld

Quote from: gazzz0x2z on January 12, 2018, 07:41:50 AM
Wars are a problem as it can trigger unwanted memories to players who might have been impacted by them.

OTOH, simple embargos or trade wars would be interesting, IMHO. "increasing tensions are closing the border between Algeria and France for 3 weeks, effectively cancelling all planned flights". That one would be a hard one(especially for me playing in ALG). But not wars, please.

I second that.