Underwater Mobility?

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zgrssd
Posts: 5105
Joined: Tue Jun 09, 2020 1:02 pm

Underwater Mobility?

Post by zgrssd »

Shouldn't it be possible for the people to (somewhat) colonize or at least work underwater?

Environmental Suits are a normal piece of equipment.
Environmental Sealing in cities and assets is so normal, it is barely even modeled.
1 Bar pressure difference to the outside (in either direction) is not a survival issue in Shadow Empires. It is a slight metal and IP cost.

Especially on low gravity planetoids and moons, water pressure should scale a lot slower. So quite a bit of "underwater" space should be perfectly passable in Environmental Suits.

While in most places, liquid water is a awesome radiation shielding. Just in case you got that weird combination of high solar/cosmic radiation + liquid water.
eddieballgame
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Joined: Wed Jun 29, 2011 2:50 am

Re: Underwater Mobility?

Post by eddieballgame »

This is an interesting idea...I like it.
Elver
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Joined: Wed Jun 24, 2020 11:02 pm

Re: Underwater Mobility?

Post by Elver »

In principle, I like the idea... but I'd want to see more distinction b/tw play mechanics in different environments before taking things underwater. Right now, there's not a lot of mechanical differences b/tw different atmospheres beyond whether you need basic (and cheap-enough-to-be-insignificant, with no downsides other than the aforementioned trivial cost) PPE, agriculture, and how well different aircraft fly. I'd like to see more significant differences WRT different atmospheres & gravities - with environmental conditions being more of a threat and PPE being more of a tradeoff - before implementing as radically different an operational environment as undersea.
zgrssd
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Joined: Tue Jun 09, 2020 1:02 pm

Re: Underwater Mobility?

Post by zgrssd »

Elver wrote: Sun Apr 16, 2023 4:19 am In principle, I like the idea... but I'd want to see more distinction b/tw play mechanics in different environments before taking things underwater. Right now, there's not a lot of mechanical differences b/tw different atmospheres beyond whether you need basic (and cheap-enough-to-be-insignificant, with no downsides other than the aforementioned trivial cost) PPE, agriculture, and how well different aircraft fly. I'd like to see more significant differences WRT different atmospheres & gravities - with environmental conditions being more of a threat and PPE being more of a tradeoff - before implementing as radically different an operational environment as undersea.
I had a idea for separating Environmental Protection from Armor:
https://www.matrixgames.com/forums/view ... 0#p4655580

In theory, that would allow much more severe Environmental situations.

And as far as I can tell from the Debug Mode Tables, there actually is room for it.
Don_Kiyote
Posts: 315
Joined: Tue Oct 26, 2021 1:37 am
Location: Trans-Cascadia

Re: Underwater Mobility?

Post by Don_Kiyote »

More effect from environmental variability is something I have also been wishing for.

Seasons affect arability and terrain type, and each hex seems to calculate its environmental conditions newly each turn. Increasing the inclination and eccentricity of the planet can produce extreme enough shifts to affect game play.

The original post about working underwater makes a fair point too. Environuts should work fine underwater. I guess the main difference between an underwater environment and an extreme planetary environment is that water is way thicker than any atmosphere. Travelling 200km underwater on foot would be impossible, for example, even on a low-g world.

It would be helpful to be able to walk between and train logistics across one-hex distant small islands, So you could make a zone like a Polynesian empire, using all those tiny islands the mapgen produces. That would be a nice minor improvement.
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Tartannosaur
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Re: Underwater Mobility?

Post by Tartannosaur »

This would be cool. There could be floating city hexes with bonuses ala the movie Waterworld (1995). Oil provinces at sea where you can build oil rigs. And underwater luxury resource bases (like in Anno 2070).
Don_Kiyote
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Joined: Tue Oct 26, 2021 1:37 am
Location: Trans-Cascadia

Re: Underwater Mobility?

Post by Don_Kiyote »

Tartannosaur wrote: Tue Apr 25, 2023 10:47 pm underwater luxury resource bases
Its better where its wetter!
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