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RimWorld => Ideas => Topic started by: dakenho on June 26, 2015, 04:56:33 PM

Title: worg improvments
Post by: dakenho on June 26, 2015, 04:56:33 PM
worgs should eat colonists, not just wound them and leave them alone.
Title: Re: worg improvments
Post by: Lonely Rogue on June 29, 2015, 07:20:28 PM
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO YOU TOLD TYNAN THAT THEY DIDN'T FINISH OFF COLONISTS! AAAAAAAAAAAAAAAAAAAAARRRGH!
Title: Re: worg improvments
Post by: Mr.Cross on June 29, 2015, 09:07:53 PM
R.I.P Colonists that decided it'd be fun to pet the wargs.
Title: Re: worg improvments
Post by: Lonely Rogue on June 29, 2015, 10:00:14 PM
    Why hello again Mr. Cross. Oh look a puppy right outside my base's door...
Title: Re: worg improvments
Post by: Mr.Cross on June 30, 2015, 11:59:17 AM
Hello!
Yea, Imagine meeting your maker and having to explain why you died and what you were thinking at the time.... XD
Title: Re: worg improvments
Post by: dakenho on July 02, 2015, 12:42:04 PM
other great things that could happen, they could rip off a limb and run off with it, maybe they could fight over it.
Title: Re: worg improvments
Post by: Mr.Cross on July 16, 2015, 06:36:39 PM
Quote from: dakenho on July 02, 2015, 12:42:04 PM
other great things that could happen, they could rip off a limb and run off with it, maybe they could fight over it.

That would be nice to see, except that the colonists have invisible limbs....
Title: Re: worg improvments
Post by: zandadoum on July 16, 2015, 06:44:22 PM
i am more concerned of the PC slowdown they cause when you don't have a high end PC
Title: Re: worg improvments
Post by: Mr.Cross on July 16, 2015, 06:51:54 PM
Fair point. my gets slow enough XD
Title: Re: worg improvments
Post by: Mkok on July 17, 2015, 01:14:59 PM
I think they should eat dead bodies. I just had a huge pack arrive just after beating a large raid of tribals, and they didnt even touch any of those fresh tasty bodies.

It could also solve the problem of having large amount of dead visitors that all freezed to death after visiting you in winter :-) (though it maight cause another problem of having large number of dead wargs all around the map, since wargs freeze to death in winter as well)
Title: Re: worg improvments
Post by: Kegereneku on July 17, 2015, 06:07:34 PM
Myself I think the Worg should be looming all around the map, not just waiting at the door as if they were already domesticated Puppy Worg.
Title: Re: worg improvments
Post by: Kaballah on July 18, 2015, 01:13:37 PM
This is reasonable.
Title: Re: worg improvments
Post by: b0rsuk on July 18, 2015, 05:42:05 PM
Quote from: Kaballah on July 18, 2015, 01:13:37 PM
This is reasonable.

It would be a micromanagement nightmare.
With current implementation, you can deal with the threat fast if you have turrets, 2+ base entrances and decent shooters. If they roamed the map, you would have to forbid 3/4 of the map, or create allowed zones.

Wargs are terrifying in the open, they are fast and always outnumber you. It's extremely hard to kill them in the field without the help of turrets. Sending a party to hunt them is not an option currently. They will down your colonists (sometimes they kill them outright when they keep hitting torso for example), then you will have no way to rescue them, after losing your (probably) best shooters.

So you would have to draft all colonists, keep pausing, take a pot shot whenever a warg comes close to your settlement. Do some work when they are away, but keep watching them and pausing.
Title: Re: worg improvments
Post by: kingtyris on July 18, 2015, 11:42:09 PM
Thats... Kind of the point. Worgs should be about area denial, the claustrophobic experience of having your colonists huddle inside the base in fear of the roaming pack of maneaters outside their door. I would also like to see worgs attack, kill and eat animals on the map(a more realistic wolf-like behavior), which would also increase the worg threat as they would be depriving the colony of game until the next migration.
Title: Re: worg improvments
Post by: Kegereneku on July 19, 2015, 05:34:32 AM
As said, it's pretty much the point.
It is rather pointless for Warg to be simply "Free food and fur with a slight chance of turret failure".

Also, going in group and tracking isolated wolf is precisely how we dealt/extinct wolf before.
Title: Re: worg improvments
Post by: b0rsuk on July 26, 2015, 01:01:01 PM
I think wargs should target corpses and loose meat if available. Lots of loose meat might even make the event more likely! As it is, meat pods are almost pointless on certain rich biomes.

Do wargs attack visitors ? I vaguely remember Tynan saying something that current trade system is just a placeholder and in future it will work via visiting caravans. Imagine how'd you feel about a pack of warg lurking outside your colony if it cut you away from trade!
Title: Re: worg improvments
Post by: Romi on July 26, 2015, 04:12:44 PM
That would be awesome but scary.But still awesome.
Title: Re: worg improvments
Post by: b0rsuk on August 07, 2015, 05:04:24 PM
I just had the last manhunter pack on the map, and I was very short on food. The wargs were very low on food too. Cargo pods dropped right ouside my perimeter walls. They dropped hare meat! If wargs ate loose meat and corpses, events like meat cargo pods would be much more interesting! Suddenly wargs would be like: "NOPE! NOT LEAVING YET!" :D