Raiders or Sappers try to take your silver and gold.
Nice
but then get shot. Why would they put in the effort of breaking in to steal ONLY gold + silver when chances are they would have to destroy the colony to get it?
Good point, for this to work they'd have to have some sort of special mechanic that makes the event very unique. Maybe they drop into where your silver and gold is kept or something?
Yes on this! not a new suggestion but still a reasonable implementation to the game mechanics, imo.
I would expect 2 behaviours: Either enemies try to equip a better weapon or clothing in combat phase (conditions: distance, difference vs currently equipped, already done a switch) And try to rob a hi price thing around them in flee phase.
Steel meds. Produces much more drama.
currently, when enough raiders have died, they cut and run, right?
additionally, when there are some incapacitated colonists or hostile-to-the-raiders-pawns that the raiders can grab and haul off, the raiders will do so and leave.
What if non-siege events were modified so that assaulting factions would assign values to different ITEMS as well as considering kidnapping? Suddenly ALL raids become, well, actual RAIDS instead of simple murder-suicide-missions. Maybe pirates place a high value on weapons, armor, and silver. Tribals place a higher value on food and clothing. Mechanoids can place a value on AI cores and alien artifacts (psychic lances, etc.). Outlander towns can value all sorts of things.
This makes raids less "free wealth from bodies and weapons" and more threats at any level. Mechanoids will only take high high value objects to compensate for their low numbers. Tribals will take low value items, but 30 tribals each grabbing the biggest stack of food they can reach....
It would be complicated coding...they'd have to prioritize by proximity as well as reachability (can they path to it? thru 1 wall? or thru a gigantic maze and sandbags?). pawns would have to prioritize stacks, and have a prioritized list of items and "soft" breakpoints for "grab what they can" or hard one for "flee for our lives!"
It would be interesting, but I doubt they'd ever actually get anything if they didn't destroy the colony with that. Most people have their stockpiles behind the majority of their defenses and in the core of their base. What would be interesting, is if the original goal of any of those is to steal said resources, you could build a giant hallway with turrets to your resource stockpile, and if you think you can't take the raid, just drop the turret power. Let em come in, steal the stuff, make off, and you'd be safe.
For normal raiders, they'd probably take anything that was golden, maybe even disassemble a tv and take it.
The only problem with these ideas is the game currently lacks the mechanics to make massive differences between different types of attacks. The all end up playing quite similar to one another. However I do fully support them, always great to see new cool events
Re implement a double agent that infiltrates as a wanderer and then slowly takes silver out of the stockpiles when you're not noticing and then reveals themselves and runs.
Quote from: Klitri on March 09, 2016, 01:07:29 PM
Re implement a double agent that infiltrates as a wanderer and then slowly takes silver out of the stockpiles when you're not noticing and then reveals themselves and runs.
This. "Friendly" dude walks around lalala and then based on something you get the chance to notice it sooner (when he's still in your base) or later (when he's already running for it).
Yeah - I agree with Zombie. While it would be awesome, functionally it wouldnt be any different from current raids. They would have to come through the defences to get to the stores, whic is t any different from what they die trying to do now.
What if thieves didn't set off the alarm when they arrived on the map, and were set to move between cover at all times (like raiders running towards cover, just picking a path towards the colony, but always running towards the nearest cover).
Come in with some stealth and all that jazz. Maybe their names/etc. don't even show up on the map (that'd make them hard to spot). If you have a killbox that's powered down most of the time, a thief or two might make it past, etc.
I'd love to see more objective-based raids. It's always felt weird storing my valuable gold and silver outside, out in the open for anyone to steal, where I kept food and perishables indoors as if they were somehow more valuable to traders. I think a sort of vault (https://ludeon.com/forums/index.php?topic=7593.0) would be perfect.
I do like the idea that a raid is just that and their only attacking to steal stuff of value... anything of value and not some attempt to destroy me because that's what a siege is for.
Quote from: Limdood on March 07, 2016, 03:15:00 PM
Mechanoids can place a value on AI cores and alien artifacts (psychic lances, etc.).
Just gonna nitpick and say that there are no aliens in Rimworld and that psychic lances are human tech.
I have to agree with some of you. Raiders taking anything of value would be a great, crops, clothes, steel, etc. Sappers could spread out more and maybe go in at different points. Good stuff here and a lot of good points.
I never have gold lying around. Does anyone? In the super unusual event that I find it, I will sell it to exotic traders asap, and maybe keep 20 for building the research speed-up thing.
But how does anyone amass gold?
Silver, yes.
Quote from: JesterHell on March 12, 2016, 02:42:47 AM
Just gonna nitpick and say that there are no aliens in Rimworld and that psychic lances are human tech.
Feel better now?
Quote from: asanbr on March 12, 2016, 04:05:14 PM
I never have gold lying around. Does anyone? In the super unusual event that I find it, I will sell it to exotic traders asap, and maybe keep 20 for building the research speed-up thing.
But how does anyone amass gold?
Silver, yes.
Same here with gold, however it could be anything of value. Maybe they take a bunch of steel that has not been hauled and not in your base or maybe they take a bunch of food and just set the field on fire.
Yeah exactly - when raiders come they should just try and haul whatever they can off the map, picking the easiest things to get and only resorting to attacking you if there isn't anything better, or you have some particularly expensive things they can haul individually (gold statues, glitter tech meds) an relativity easy to access spots. L
I want to add prison breaks to this. Clans coming back for their people.
Honestly, espionage in general sounds awesome...Like imagine a spy from a pirate band joining, and putting a bug in your system which makes systems break / malfunction, which takes someone skilled in research to remove the virus, or even helping to orchestrate a prison break all scheduled to happen at the next raid.
Lets not limit ourselves on JUST theft =)
Possibly a variation on "A wanderer joins" Event where the wanderer steals some of your meds/gold/silver/Plasteel/Weaponry and leaves?
Kleptomaniac trait would be funny. They just steal stuff and hold on to it.
I see the point of this, but seeing how sappers work this might just be suicide bombers running with pinecones with their hands
I wonder if Tynan is planning on "hidden" enemies at all. It seems a bit lame that you can pause the game and observe everything going on, it would be cool if there could be thieves or scouts or something that are invisible unless a colonist goes near them and succeeds in a "spotting check" or something.
Quote from: MajorFordson on April 03, 2016, 08:07:19 PM
I wonder if Tynan is planning on "hidden" enemies at all. It seems a bit lame that you can pause the game and observe everything going on, it would be cool if there could be thieves or scouts or something that are invisible unless a colonist goes near them and succeeds in a "spotting check" or something.
you aren't the colony leader or deity or anything else....you're the co-storyteller. Part of your job is being able to see everything going on.
I think a fair compromise is nothing "announced", but noticeable with a keen eye.
Just like the pickpocket kids in fallout 2, no announcement "you have been pickpocketed", you just notice shit is gone, and maybe see the kids hands leave their sides to nick stuff.
Course that ends once you kick each and every kid in the nuts, but still.
I think something like this would be great, not announced, but observable to keen eyes, like taking a couple seconds here or there on a comms console to send out sensitive info, pocketing silver, Messing with wires, nothing announced until its far too late, but you can arrest them IF you spot it.
This way you "can" spot it, but it can very easily be missed too.
Quote from: mumblemumble on April 04, 2016, 02:18:09 PM
Course that ends once you kick each and every kid in the nuts, but still.
I love that quote, unfortunately it's not a rimworld quote, so I can't put it on my list...
But I still love the looks it'll definitely get when someone hears it without context.
If rimworld added kids, and specific targetting like fallout 2, this could easily be a rimworld quote =) just a thought.
Imagine it as a parenting device.
"now timmy stay out of the chocolate , that is to ward off depression from cannibalism and burning dead bodies. If i catch you I'll kick you in the nuts"
.... Just realized how massively off topic i got, sorry.