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Dru_3

Weather STuff

Feb 6th, 2014
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  1. Weather Team proposals and Technology that can be unlocked.
  2.  
  3. Essentially every week the teams will work on a specfic aspect that increases
  4.  
  5. their squadrons indiviudal stats that can assist them in the reasearching of the
  6.  
  7. tech tree that they are working on.
  8.  
  9. To do reasearch they essnetially work within the area that they have already
  10.  
  11. unlocked. Example; Teamwork assists in how much of an area that the group can
  12.  
  13. affect currently they are as a group able to affect a small vans worth of sky and
  14.  
  15. weather systems.
  16.  
  17. Cloud Busting Deals with weather system disruptions and curtailing wild weather
  18.  
  19. that might spawn.
  20.  
  21. Cloud Creation Handles the Weather system spawning of controlable weather for town
  22.  
  23. wide use
  24.  
  25. Tech Tree is as follows
  26.  
  27. Team work > Small region [House]
  28. Cordination > Medium [City Block]
  29. Synergy > Large [City Street/Region of the map]
  30.  
  31. Cloud Busting >Bust Clouds
  32. Storm Busting > Break up rain storms
  33. Thunder Heads > Break up Thunder Stroms
  34. Lightning Channels > Work to control Lightning better for possible tech uses
  35. Hail Stormers > Break up Hail Storms
  36. Snow Breakers > Remove Snow Storms
  37. Tornado Tamers> Divurt tornados not destroy but at least direct it somewhere else
  38.  
  39. Cloud Creation > Creat Clouds
  40. Storm Creation > Make Rain storms
  41. Thunder Wings >Create thunder claps and possible sonic attack learned
  42. Lightning Holders > Easier time of casting Lightning bolts
  43. Hail Makers > Create hail storms, possible AoE attack for small areas
  44. Jack Frost > Creat snow storms, possible recolor of lihgtning botl to be a giant
  45.  
  46. spike
  47.  
  48. Other possible Tech unlocked
  49. Fog Creation
  50. Cloud Building Blocks
  51. Ice Weilding used to stablize cloud blocks.
  52. Lightning Cord used to power things in the homes.
  53. LeyLine connector Safer version of lightining cords
  54. Weather factory which can be created by the weather team if they thing about it
  55.  
  56. and start to utlize the abilties unlocked over the weeks,
  57. Anchoring Clouds
  58. Rainbow Creation/oil type thing
  59.  
  60. Possible Weather Effects Due to Meddling
  61.  
  62. For every weather phenominon that is disrupted a back log will be noted that will
  63.  
  64. hit in the next weeks forcast that will spawn a random metorlogical effect or
  65.  
  66. environmental factor.
  67. Degrees of Backlog stack the more the weather is manipulated 1 being a slight
  68.  
  69. change in weather while 10 is something along the lines of an f5 class tornado.
  70.  
  71. Changing the Weather and creating a storm can cause the backlog to decrease as the
  72.  
  73. latent cloud systems work out the kinks. However on a regional scale the weather
  74.  
  75. creation is limited to a weekly basis due to team movement and ability. The
  76.  
  77. Weather creation can also clear out back logging and is used for the creation of
  78.  
  79. the clouds. If there is no back logging then the weather enters a stable effect
  80.  
  81. for that week where the backlogging can be negated.
  82.  
  83. 1/10 back logged.
  84. 0/10 Weather creation
  85. -1/10 Weather creation
  86. 0/10 back log.
  87.  
  88. If for example constant spamming of weather control and creation is used for the
  89.  
  90. most part then the system will be stable and not create backlogs, however since we
  91.  
  92. live in a varied and wild environment the winnipeg weather system will still be in
  93.  
  94. effect and used to spawn odd weather that will be used to challenge the teams.
  95.  
  96. If the team was focused on coralling clouds and creating them for a cloudy day or
  97.  
  98. a clear sky then they will have to handle the wild weather which will create a
  99.  
  100. back log if not careful.
  101.  
  102. Once the order is locked in it cannot be altered for that week due to the magic
  103.  
  104. itself being too cumbersome to revert or change. Essentially think a 18 wheeler
  105.  
  106. trying to make a 90 degree turn. Cant do it.
  107.  
  108. Cloud Clreaing in
  109. winter 10 degree decrease
  110. Summer 10 degree Increase
  111. Spring 5 degree increase or decrease roll d2 for effect 1 in 2 de
  112. Autumn 5 degree decrease ^
  113.  
  114. Cloud Making In
  115. Winter 10 Degree increase
  116. Summer 10 degree decrease
  117. Spring 5 degree decrease or increase roll d2 for effect 1 in 2 de
  118. Autumn 5 degree increase ^
  119.  
  120. Rain Storm
  121. Winter> Snow [Possible penalties and benefits; increase of ground fertility for next season, increased trade travel due to snow.]
  122. Summer> Crop increase 5%*
  123. Spring> Crop increase 10%* ^
  124. Autumn> Sleet
  125.  
  126. *Spamming of this for 2 consecutative weeks will result in a 10% minus to crops as
  127.  
  128. they will drown.
  129.  
  130. ^Rapid deployment of spring showers will create large amounts of water to flood
  131.  
  132. the riverside and cause the water to raise up to at least over the pier of the
  133.  
  134. docks. And cover a majority of the sawmills water mill.
  135.  
  136. END GAME
  137. Creation of Cloud Factory for 4C - Weather management, constrcution of buildings for pegasi for a cloud district.
  138.  
  139. Alpha Squad
  140. Team Work Rank 1 - Training Teamwork 1/3
  141.  
  142. Bravo
  143. Cloud Busting
  144. Team Work Rank 1
  145.  
  146. Charlie
  147. Cloud Making
  148. Team Work Rank 1
  149.  
  150. Basically I need help figuring out some cool penalties that can be applied by fidling with the weather systems that occur naturally as well as bonuses that entice the team and town to make those changes more or less
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