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RimWorld => General Discussion => Topic started by: asanbr on September 17, 2017, 06:56:53 PM

Title: Is refugee chase event imbalanced in difficulty?
Post by: asanbr on September 17, 2017, 06:56:53 PM
I always accept refugee chase in the first moments of the game since Cassandra, and mostly Randy, will always basically give 1 "free" colonist in exchange for killing 1 melee pirate or tribal with a low quality weapon, who also often becomes a colonist himself.

I also always refuse any such event from 1 month or so into the game because it seems to me that the raids generated are out of balance. They include more people and better equipped than a normal raid, and are simply too dangerous and not worth the risk.

Has anyone else thought about this? I haven't looked into the files or anything. It has just become part of how I play, from experience, but I thought that something might be off here in the event config.
Title: Re: Is refugee chase event imbalanced in difficulty?
Post by: Snafu_RW on September 17, 2017, 07:14:40 PM
Every colonist & construction you add to your base adds to your base value (some things add more; some less). Colonist health increases their value

Raid sizes scale with base value, so the more valuable your base the larger the raid

Umm.. not much more to be said, I think: you can discover the various nuances by yourself given this basic understanding :)
Title: Re: Is refugee chase event imbalanced in difficulty?
Post by: Ghasty on September 17, 2017, 07:59:27 PM
I feel the same as you OP, espcailly on higher difficulties. If I don't have a killbox with at least 6 turrets that refugee gotta take a trip to the school of hard shots.
Title: Re: Is refugee chase event imbalanced in difficulty?
Post by: Jeimss on September 17, 2017, 10:17:51 PM
It also seems to me that the raid coming from chased refugee are to strong compare to the normal raid. Early in my last game, the raiders were only equip with some shoddy equipment, pistols, survival rifle and sometime a shotgun.

A chased refugee event appeared and the raiders are better equiped (assault rifle, triple rockets, power armor) and with 2 to 3 more raiders than a regular party.

Before A17, I always said yes to a refugee early in my games, but now, I say no, because, I often lose a expericed colonist for saving the new one.
Title: Re: Is refugee chase event imbalanced in difficulty?
Post by: pdxsean on September 17, 2017, 11:12:34 PM
Pretty sure it's in the game that raids for refugees are 150% the size of a normal raid. That is the intention, balancing out the fact that you get a free colonist - you have to face a greater challenge. That is to say, it is a feature not a bug.
Title: Re: Is refugee chase event imbalanced in difficulty?
Post by: b0rsuk on September 18, 2017, 02:00:29 AM
Yes, chasing raids are stronger than normal. What's worse, you need to be able to handle TWO raids within short timespan. Raids are normally spread out in time, but refugee raid ignores all normal grace periods. Watch out if you didn't have a normal raid in a while.
Title: Re: Is refugee chase event imbalanced in difficulty?
Post by: ColonistGirl on September 18, 2017, 01:01:02 PM
Some of the groups of enemies chasing refugess can be pretty hilariously large. In one game I set up the planet as being absolutely crawling with cannibal tribes (had the scenario start every NPC with a 100% chance for Cannibal trait), and have it pop up a refugee every quadrum or so. As we got larger, the pursuits started turning into something out of a movie.

The last one was this poor naked girl fleeing for her life being chased by literally like 60 tribals. Luckily our colony at that point was very well-defended, with a killbox-from-hell set up on the coast, which forced enemies to slog through water as well as over rocks, slowing them down immensely). The heroic colonists were positioned behind a fire-wall and sandbags, and just tore the tribals apart with their charge rifles.

Ended up capturing about 10 tribals, and selling most of them off as slaves. One ended up joining us. :)
Title: Re: Is refugee chase event imbalanced in difficulty?
Post by: PatrykSzczescie on September 18, 2017, 02:03:53 PM
Quote from: b0rsuk on September 18, 2017, 02:00:29 AM
Yes, chasing raids are stronger than normal. What's worse, you need to be able to handle TWO raids within short timespan. Raids are normally spread out in time, but refugee raid ignores all normal grace periods. Watch out if you didn't have a normal raid in a while.

Even if you have Phoebe as the storyteller?
Title: Re: Is refugee chase event imbalanced in difficulty?
Post by: SpaceDorf on September 18, 2017, 03:30:08 PM
I love the refugee chase, because it gives me a lot of possible recruits early on, which are all better than the one sucky refugee you get.
Title: Re: Is refugee chase event imbalanced in difficulty?
Post by: faltonico on September 18, 2017, 08:09:41 PM
Imbalanced because the chances of getting someone useful are close to none, not worth it risking your pawns for that. And later in the game they all drop on top of you.
As per usual, a mod to see if it worth the chase is available, you can see then if you want to risk it.
Title: Re: Is refugee chase event imbalanced in difficulty?
Post by: Sola on September 18, 2017, 09:40:35 PM
Definitely imbalanced due to the raid-timing aspect alone.  If you get hit too hard, there's a chance you could have a second raid immediately after, while you're in no condition to deal with it.
Title: Re: Is refugee chase event imbalanced in difficulty?
Post by: Yoshida Keiji on September 19, 2017, 02:11:49 AM
I just quit my latest game as it was the third in a row where my 9th Colonist (a refugee) became the third Incapable of Violence to the point that all my games are now getting me 3 IoV out of 9 with only 2 shooters out of the remaining six...

I have decided not to accept anymore refugees if already having 2 IoV... or maybe 1... I swear in A16 I used to have better luck with RNG. Tired of having to fend off raids with only 2 shooters.

But mainly, I think we need to check which Faction is chasing said refugee, if Tribal or Pirate. I'm not risking pirate raids in Lost Tribe games...until I get turrets maybe...
Title: Re: Is refugee chase event imbalanced in difficulty?
Post by: TheMeInTeam on September 19, 2017, 04:49:05 PM
I accept them unless I'm in really bad straits.  I can always imprison a bad refugee and let them "escape", and the raids bring value with them. 

As long as you have a choke tribal raid types are the easiest to handle out of the possibilities, killbox or not.
Title: Re: Is refugee chase event imbalanced in difficulty?
Post by: BioFringe on September 20, 2017, 02:44:10 PM
Obviously subjective so I'll throw in my 1-cent worth of anecdotal opinion on the matter...Yes!

These "raids" are part of the reason that I declared myself the Ultimate DM of all of my RimWorld games. I'm no longer afraid nor ashamed to pop that Dev Mode on and balance the scales...after all, I'm a Libra so that's what we do.

I find it funny that there would be 15+ fully equipped men chasing a fully naked male through the world. This has been my experience more often than not. So to the idea that this is balanced because you're getting a "free" colonist I say...Blah! Most of the time that "free" colonist is an idiot that I'd prefer to not have. To me, the balance comes from the fact that I have no idea what this person will be like before accepting them into the colony.

I ran an Accept All colony that started with 1 male colonist and ended up with 11 females joining and 8 of them were pacifists. Sounds like bliss unless you're in the Rim. How are we supposed to fend off a raid of 15+ fully equipped pawns chasing 1 person when all we have are 4 people that can fight? The game doesn't consider these circumstances to my satisfaction so I take over and a few adjustments later the colony has a fair fight on their hands.

TL;DR The game will kill you regardless of fairness and these types of raids are just one example of the lengths that the AI will go to in order to achieve that goal. Don't like it? Use Dev Mode.
Title: Re: Is refugee chase event imbalanced in difficulty?
Post by: Swat_Raptor on September 20, 2017, 04:30:49 PM
I sometimes accept these chases but really never as a source of recruitment, I either say yes because of a few reasons

1: the chased is a relative and I don't want the mood debuff.
2: I really want a tough raid, usually out of boredom because I haven't been attacked for some time.
3: I want their stuff

Really whenever I say yes anymore I arrest the Survivor leave them in the jail cell near map edge and leave the door open.

I wish there was a way to give Temporary refuge to the chased, they stick around for a for a while then leave.
Title: Re: Is refugee chase event imbalanced in difficulty?
Post by: gipothegip on September 20, 2017, 07:42:17 PM
I don't understand why anyone is considering them free. There's a certain risk, especially when you consider random people join, or just fall out the sky.

I think they would be worthwhile if you had better odds with the people that come along.

Or maybe I'm too efficient at killing, and not efficient enough with incapacitation, and the raid itself could be more useful for recruits.
Title: Re: Is refugee chase event imbalanced in difficulty?
Post by: b0rsuk on September 21, 2017, 02:27:45 AM
I had one hilarious situation where the chased guy was so old and worn out that the pursuit caught up with him before he reached my base. There was no way to even defend him other than already being there when the event was announced.

Maybe that old fart was so smart he managed to outwit them and they only now found his tracks. But that sounds unlikely. Chased refugees should go through some sort of natural selection. Those who managed to run so far should have some qualities that made it possible, like speed, combat skill, wits.
Title: Re: Is refugee chase event imbalanced in difficulty?
Post by: Yoshida Keiji on September 21, 2017, 05:17:37 AM
I had that happen to me before. But if it were to happen again in my current game, things could turn better as I have built my base at the lower right corner, unintentionally, it's just that the terrain features where better there. As in preference its best to position yourself in the center of the map...but oh well, turned like this, this time. If the refugee happens to pop at this corner, he will be saved. Already had 3 raids showing up right next to my base instead of the opposite side of the map. But if the refugee is frail or anything that hinders his movement on the opposite side out of a Ludeonicrous map... its bye bye in 350x350...
Title: Re: Is refugee chase event imbalanced in difficulty?
Post by: b0rsuk on September 21, 2017, 05:53:41 AM
Quote from: Yoshida Keiji on September 21, 2017, 05:17:37 AM
As in preference its best to position yourself in the center of the map...but oh well, turned like this, this time. If the refugee happens to pop at this corner, he will be saved. Already had 3 raids showing up right next to my base instead of the opposite side of the map. But if the refugee is frail or anything that hinders his movement on the opposite side out of a Ludeonicrous map... its bye bye in 350x350...

I wish there were more events which rewarded players who build in the center of the map, rewarding them for quick reaction. Not some corner cases like the one above. I actually think it's more beneficial to build on the border of the map, because you raids will have to go through entire map and even if they spawn on your map border, you can build a wall there and they will politely go around it. Except sappers but it's very unlikely for them to spawn right there.

A few alphas ago even on the biggest ice sheet map I was able to rescue escape pods from far away. The recent bleeding out speed increase likely made that impossible. I haven't played such a map since then. But even if you couldn't fetch those wounded, maybe it's for the better ? You will mostly get wanderers and chased colonists instead, who come with parkas and 3 meals.