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RimWorld => General Discussion => Topic started by: jjgoldman on March 14, 2014, 10:01:27 PM

Title: Tynan is getting nasty
Post by: jjgoldman on March 14, 2014, 10:01:27 PM
Quote from: RimWorld changelog
March 14

  • Added new styles of raid: immediate assault (no staging time) and center-drop (they drop right into your colony).
  • Reworked early-game alerts into a todo list style. “Need growing zone”. “Build a room”. And so on.
  • Now, if someone tries to get food from a paste dispenser fails, they first try to fill it, even without being assigned as a hauler or cook.
  • Corpse hauling is now globally prioritized above other hauling.
  • Right-click prioritize menu now gives sensible reasons why actions cannot be prioritized (e.g. haul -> “no place configured to store this”)
  • Bill dialog now warns you if you add a bill that no colonist has the skill to do.
  • Drafted pawns now automatically beat adjacent fires.

Ouch.  Now go play Randy Random and hope for the best!
Title: Re: Tynan is getting nasty
Post by: Serrate Bloodrage on March 14, 2014, 11:03:51 PM
Thats pretty damn awesome! I only play Randy Random, there is no story without chaos. I'm hoping Randy gets more random and arms attackers with anything at any point in the game!
Title: Re: Tynan is getting nasty
Post by: Ender on March 14, 2014, 11:45:47 PM
Ya i just read that, i was thinking how different my base layouts are gonna have to be now... much more military.
Things are gonna start to get interesting.
Title: Re: Tynan is getting nasty
Post by: colonistPally on March 15, 2014, 12:20:19 AM
QuoteCorpse hauling is now globally prioritized above other hauling.

omgomgomgomgomgomgogmomgogmagasdfasdfasdfasdf
Title: Re: Tynan is getting nasty
Post by: porcupine on March 15, 2014, 01:14:33 AM
If your colony is in the middle of a mountain, how would raiders just drop in exactly?
Title: Re: Tynan is getting nasty
Post by: Serrate Bloodrage on March 15, 2014, 01:22:39 AM
I had an escape pod crash inside a bedroom inside a mountain today :)
Title: Re: Tynan is getting nasty
Post by: ousire on March 15, 2014, 02:57:13 AM
I wonder how they will determine what's your base or not? Based on the home zone I assume
Title: Re: Tynan is getting nasty
Post by: Monkfish on March 15, 2014, 07:02:35 AM
Awesome additions! I particularly like the corpse hauling, that's been bugging me for a while.
Title: Re: Tynan is getting nasty
Post by: UrbanBourbon on March 15, 2014, 07:53:42 AM
Quote from: jjgoldman on March 14, 2014, 10:01:27 PM
Quote from: RimWorld changelog
March 14

  • Added new styles of raid: immediate assault (no staging time) and center-drop (they drop right into your colony).

Now that's just mean! Jesus! There's going to be no peace, and by peace I mean sense of security. I feel that option is the downfall of enjoyment, even for the supporters of Randolph McRandom. It truly sounds like something that's going to wear down players in the long run. It might be fun once, or twice. But after a dozen times? No way. Especially if it can't be prevented. I can already see players sighing and quitting RimWorld for good.

Quote from: ousire on March 15, 2014, 02:57:13 AM
I wonder how they will determine what's your base or not? Based on the home zone I assume
I can think of a few options. Home zone, food stockpile, farming zones, sleeping quarters. Any of the above randomly. If the drop point is determined to be indoors, the raiders could be dropped on the nearby outdoor tile. The drop area could be any outdoor tile that is within 10-30 tile walking distance from any building, and by building I mean a constuction such as solar panel, table or comms station. The outdoor tiles that your colonists frequent could be also used, but that would mean the game would have to track the paths your colonists take and keep statistical data of it.[/list]
Title: Re: Tynan is getting nasty
Post by: OnyxShadow on March 15, 2014, 10:39:48 AM
I see no issue with no-delay assaults. Its a nice change of pace.

Having raiders drop into the middle of a base is tricky, though. Its probably going to need to be a much smaller force than you'd see from the outside during that point in the game (so 12-man generic raiding party and then 3 days later a 3-man drop-in raiding party). Its just very hard to defend against raiders without a wall of turrets, and its not exactly feasible to flood every inch of your base with turrets to prepare for anywhere they can drop-in. So what I guess my point is that I don't necessarily dislike the idea of drop-ins (once again an interesting twist on what can get to be a stale situation), but its got to be reasonably balanced. Having 30 raiders drop in with no warning would be a guaranteed game over in almost any situation.
Title: Re: Tynan is getting nasty
Post by: Psycho0124 on March 15, 2014, 11:57:06 AM
Quote from: Serrate Bloodrage on March 15, 2014, 01:22:39 AM
I had an escape pod crash inside a bedroom inside a mountain today :)
It should've landed as slag debris and human flesh. X^P
Title: Re: Tynan is getting nasty
Post by: ShadowDragon8685 on March 15, 2014, 12:57:45 PM
Hell. If he's adding drop-pod assaults, when are we getting anti-aircraft turrets?
Title: Re: Tynan is getting nasty
Post by: keylocke on March 15, 2014, 02:04:38 PM
i don't really see the raiders dropping down inside of the base as a problem, since i will just have to arrange the unroofed areas like the gardening area, the solar panel area, and the trade launch pad areas so that they would have to pass through a series of roofed defense gauntlets with at least 2-tiers of defenses, before gaining access to the inside of the base.

however, if a kill squad suddenly pops in the interior of my base, then that's probably the time i get to panic. lol.

btw, i was playing with gnomoria lately and they introduced goblin tunnelers to the game (though i've yet to encounter one). basically these guys would dig a tunnel that would randomly pop up inside of your base if you don't stop them. (you can supposedly deconstruct the tunnel, but it would allow enemies to pop inside your base until you do).

hahaha.. chaos is so awesome!  ;D
Title: Re: Tynan is getting nasty
Post by: Jones-250 on March 15, 2014, 04:50:03 PM
Quote from: RimWorld changelog
March 14

  • Added new styles of raid: immediate assault (no staging time) and center-drop (they drop right into your colony).

(http://i1069.photobucket.com/albums/u479/RickReiss6/1945914_o.gif)[/list]
Title: Re: Tynan is getting nasty
Post by: Serrate Bloodrage on March 15, 2014, 06:56:59 PM
Hahaha exactly Psycho!

On another note, I don't understand the use of turrets. My colonists can shoot further and inflict more damage. I usually put one turret forward of my defensive line because the raiders focus on it while my pawns mow them down...
Title: Re: Tynan is getting nasty
Post by: Freya 'Tail' Fairwing on March 15, 2014, 07:10:06 PM
I love the idea of raiders dropping into the middle of the colony. It'd be amazing to have a group of them punch right through the roof of the dining hall, just as my colonists are eating. Immediate bar brawl.
Title: Re: Tynan is getting nasty
Post by: keylocke on March 15, 2014, 07:16:27 PM
Quote from: Tatter Tail on March 15, 2014, 07:10:06 PM
I love the idea of raiders dropping into the middle of the colony. It'd be amazing to have a group of them punch right through the roof of the dining hall, just as my colonists are eating. Immediate bar brawl.

that wouldn't make much sense though if most of the base is inside a mountain, unless raiders got teleporters. lol

btw, will the mechs and vehicles be part of the Alpha3 update? i wanna get me some titanfall rimworld style action. hahaha..  ;D
Title: Re: Tynan is getting nasty
Post by: ShadowTani on March 15, 2014, 08:00:41 PM
Love these changes too. :3

I think he should fix the issue with drop pods coming through the roofs though because that's just weird. But I wouldn't mind if we had a type of raid where a high-tech faction use teleportation to send in a small group of high-tech soldiers (or even mechanoids).
Title: Re: Tynan is getting nasty
Post by: palandus on March 15, 2014, 08:20:20 PM
People should play Quake 2 or Quake 4... drop pods should be able to crash through thin metal roofs. Heck, they should be able to crash through anything not made from solid stone, like a metal wall. Thick rock roofs? I dunno about that.
Title: Re: Tynan is getting nasty
Post by: keylocke on March 15, 2014, 10:49:42 PM
-btw, how does the game calculate the raider difficulty to spawn?

is it based on the number of colonists? the number of the total value of assets on stockpiles? is it based on the number of days passed? the number of turrets? is it fully random? what are the factors involved in it's calculation?

-secondly, if the raiders will now have the ability to spawn practically anywhere inside the base (even through roofs or mountains). then defensive design strategies becomes a moot point and combat becomes a numbers game based on the quantity and the quality of available troops, as well as planning the base around several backup systems, rather than focusing on defense.. (i might even decide to split the base into several splinter groups)

this also means that aside from the people who will do the growing, the cooking, the building, the mining, and the socializing, everyone else that players are gonna recruit are going to be focused primarily on combat skills. and this would especially be true if the difficulty of raiders spawned also takes the number of available colonists into it's calculation. (players are gonna want to keep their colonists down to a bare minimum to keep raider spawns low, especially if they can no longer depend on the base defenses)

i'm rather intrigued about this new update to see how it would affect the gameplay. there's just so many possibilities.  ;D
Title: Re: Tynan is getting nasty
Post by: colonistPally on March 16, 2014, 12:08:09 AM
I think I'm almost ready to make a colony 11. However I don't think the drop pods dropping in the base is going to be an issue once we start making staggered internal defenses and make essentially the entire base internal.

I recall a screenshot a few weeks back of where turrets breaking line of sight just annihilate intruders.. I have an external system that does it. I can just internal <'s and >'s V's ^'s and the AI can't handle it. I don't know. I guess I'm not sold on the idea.

The AI would need to have to read and analyze do the math and range of the defenses and know where to drop in a place that made sense otherwise I would expect some to get KO'ed and/or die in the landing which doesn't happen.

I don't know. I guess it bugs me to implement A - without a +. Allow us defense surface to air turret upgrades or stinger missiles so we can create a perimeter to at least trim them down, and not let them blast through mountains.. I don't know. I don't think I'm quite in the right frame of mind right now. :/
Title: Re: Tynan is getting nasty
Post by: Serrate Bloodrage on March 16, 2014, 12:47:43 AM
As it stands Raiders are jokingly easy to defeat.

Mind you, I also agree they shouldn't be able to blast through 'Thick roof' to land deep in your base. I also agree that blasting through any roof should have a chance of injuring and killing a few.
Title: Re: Tynan is getting nasty
Post by: bigwolf2101 on March 16, 2014, 01:20:37 AM
I don't think he is trying to be nasty more like diablo from hell on earth nasty is more like it
Title: Re: Tynan is getting nasty
Post by: ShadowTani on March 16, 2014, 02:01:33 PM
Quote from: palandus on March 15, 2014, 08:20:20 PM
People should play Quake 2 or Quake 4... drop pods should be able to crash through thin metal roofs. Heck, they should be able to crash through anything not made from solid stone, like a metal wall. Thick rock roofs? I dunno about that.

Yes... But it's weird if it has no visual effect, such as debris and a hole in the roof that must be repaired. If Tynan wants to make roofs constructable, then sure, drop-pods through thin roof will be a welcome feature. But it would be silly to make a huge project out of changing how roofs work just for the sake of making something like that look more satisfactory rather than like a bug as it does now - it really should have more features tied to it to be worth it.

That's why I feel Tynan might just as well restrict drop pods to non-roof areas and instead allow high-tech factions to teleport instead of using drop-pods. That way majority of factions wouldn't be able to breach the base like that, but have a few that could really shake up one-trick players a bit.
Title: Re: Tynan is getting nasty
Post by: Serrate Bloodrage on March 16, 2014, 05:25:51 PM
I loved base defense missions in the original XCom, especially when the aliens had the guided missile launchers. It felt like a tragic last stand, fighting in the hallways and falling back. Drawing aliens into hasty set ambushes. Ahh the joy
Title: Re: Tynan is getting nasty
Post by: Tynan on March 16, 2014, 05:42:49 PM
When they center-drop the colony I'm thinking that the drop pods will take some time to open, thus giving the player at least a few moments to respond.

Also, the more dangerous the mode of assault, the fewer raiders. Ambush has fewer raiders than wait-then-attack. Center-drop has even fewer.
Title: Re: Tynan is getting nasty
Post by: Serrate Bloodrage on March 16, 2014, 06:36:21 PM
Will they have a chance to die on base entry Tynan?
Title: Re: Tynan is getting nasty
Post by: Stickle on March 16, 2014, 10:04:13 PM
Quote from: Serrate Bloodrage on March 16, 2014, 06:36:21 PM
Will they have a chance to die on base entry Tynan?

What is the point of that? If they die on entry, then nothing happens, so the event may as well just not happen...

If there is a chance for only a portion of the raiders to die on entry, then that would just affect the average # of raiders and the variance, in which case Tynan could just alter the numbers to achieve the same effect.

I don't see the point.
Title: Re: Tynan is getting nasty
Post by: StorymasterQ on March 16, 2014, 10:32:45 PM
Quote from: Stickle on March 16, 2014, 10:04:13 PM
Quote from: Serrate Bloodrage on March 16, 2014, 06:36:21 PM
Will they have a chance to die on base entry Tynan?

What is the point of that? If they die on entry, then nothing happens, so the event may as well just not happen...

If there is a chance for only a portion of the raiders to die on entry, then that would just affect the average # of raiders and the variance, in which case Tynan could just alter the numbers to achieve the same effect.

I don't see the point.
I think the point is whether it's a raider landing or a free pile of raider flesh. This could be a good thing (more protein for all) or a bad thing (my bed is full of entrails).
Title: Re: Tynan is getting nasty
Post by: Serrate Bloodrage on March 16, 2014, 11:20:14 PM
Corpses have an effect on the game..I, however, would like to see it purely for the feel. Early paratroopers had significant risk of injury and death, its what set them apart from other forces at the time. A risk vs reward. Having a couple of insane raiders risk death punching through solid stone into my base creates a more immersive experience for me.
Im sorry you dont see the point and I hope this clears up why Im interested to know
Title: Re: Tynan is getting nasty
Post by: Ender on March 17, 2014, 12:18:27 AM
Quote from: Serrate Bloodrage on March 16, 2014, 11:20:14 PM
Corpses have an effect on the game..I, however, would like to see it purely for the feel. Early paratroopers had significant risk of injury and death, its what set them apart from other forces at the time. A risk vs reward. Having a couple of insane raiders risk death punching through solid stone into my base creates a more immersive experience for me.
Im sorry you dont see the point and I hope this clears up why Im interested to know
i completely agree, to have 7 raiders crash through your roof, only for the pods to open, and find 5 of their friends died in re-entry, not only adds to the story side of Rim world, but also gives my colonists a victory feast on meat- eerrrr i mean a sad burial...
Title: Re: Tynan is getting nasty
Post by: Tynan on March 17, 2014, 12:01:30 PM
I'd be afraid a lot of people would perceive it as a bug.
Title: Re: Tynan is getting nasty
Post by: Monkfish on March 17, 2014, 12:09:25 PM
Quote from: Tynan on March 17, 2014, 12:01:30 PM
I'd be afraid a lot of people would perceive it as a bug.
Not if you talk a little bit about the feature when it's released, or mention the mechanics in the patch notes. ;)

I like the idea. Perhaps it should only happen if raiders try to punch through thin rock roofs, with thin metal ones being easily broken with little chance of injury and thick rock roofs being impenetrable. Also, do you have, or are you planning to implement, a method of tracking how someone died? For example "mauled to death by a Muffalo", "exploded by a boomrat" and "filled full of holes by <raider>" could be joined by "died during re-entry" to save confusion.
Title: Re: Tynan is getting nasty
Post by: FowlJ on March 17, 2014, 12:13:09 PM
Quote from: Monkfish on March 17, 2014, 12:09:25 PM
Quote from: Tynan on March 17, 2014, 12:01:30 PM
I'd be afraid a lot of people would perceive it as a bug.
Not if you talk a little bit about the feature when it's released, or mention the mechanics in the patch notes. ;)

A lot of people don't read the patch notes, or the forums. Saying 'some of the raiders died on impact' in the message text might work, but might also not.
Title: Re: Tynan is getting nasty
Post by: Plasmatic on March 17, 2014, 01:08:21 PM
Quote from: FowlJ on March 17, 2014, 12:13:09 PM
Quote from: Monkfish on March 17, 2014, 12:09:25 PM
Quote from: Tynan on March 17, 2014, 12:01:30 PM
I'd be afraid a lot of people would perceive it as a bug.
Not if you talk a little bit about the feature when it's released, or mention the mechanics in the patch notes. ;)

A lot of people don't read the patch notes, or the forums. Saying 'some of the raiders died on impact' in the message text might work, but might also not.

Considering some of the people I've watched play this game completely ignore all of what the messages say and then complain when they can't figure out why the raiders aren't attacking right away... Yeah..

But if you add a death tracker type thing on the corpses I think that would work better, or both.. message could be something like:

"A group of daredevil raiders have dropped in your vicinity.

However dropping in proximity or even through structures has it's downsides, some may have been injured or killed upon impact."
Title: Re: Tynan is getting nasty
Post by: Coenmcj on March 17, 2014, 06:44:18 PM
Quote from: Plasmatic on March 17, 2014, 01:08:21 PM
"A group of daredevil raiders have dropped in your vicinity.

However dropping in proximity or even through structures has it's downsides, some may have been injured or killed upon impact."

But does that mean that other raiders... the ones that don't crash near your base will need to have significantly less health loss upon re-entry?, as it stands they spawn rather damaged the majority of the time.
Title: Re: Tynan is getting nasty
Post by: DanJSC on March 17, 2014, 07:08:05 PM
I would seriously laugh [or be seriously disturbed] if they did this, and then gave the chance for them to miss your base entirely, and just punch into solid rock and i just find their 1x1 grave 30 days later. Also, i'd imagine they'd need some form of special animation for people to not perceive it as a bug, perhaps by scattering debris into the immediate vicinity?
Title: Re: Tynan is getting nasty
Post by: keylocke on March 17, 2014, 11:43:45 PM
Quote from: Monkfish on March 17, 2014, 12:09:25 PM
Also, do you have, or are you planning to implement, a method of tracking how someone died? For example "mauled to death by a Muffalo", "exploded by a boomrat" and "filled full of holes by <raider>" could be joined by "died during re-entry" to save confusion.

+1 on this.

my most fave part of gnomoria was reading about the funniest ways that the people die in the combat logs. lol. i also like the way they handled dismemberment, disarmament, knock-down, and temporary blindness. hahaha. fun times..  ;D

i would lurve to see headshots and dismemberments please.