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RimWorld => Ideas => Topic started by: johntiger on July 28, 2015, 11:18:43 PM

Title: Stealth and Detection System
Post by: johntiger on July 28, 2015, 11:18:43 PM
Think this might be already suggested before but I am gonna forge ahead. Base all detection on visual, hearing, and infrared. That way, you can make a melee capable of sneaking up behind the invaders with silent stalking steps or crawling and one-hit kill them unless they got their own enhanced detection equipments. Makes necessary addition for detection system such as motion sensors (makes proximity mines possible).
Title: Re: Stealth and Detection System
Post by: The-MathMog on July 29, 2015, 02:13:55 AM
Even as interesting as it may sound, I just don't think there is enough uses in the game for a system like this. Like it would only apply to your own colonists when attacking (That or only if they decided that enemies can enter the map unnoticed, somehow out of your sight?).
And seen as how every pawn faces south when they are standing still, that would again limit how it would be used.

Maybe if a lot of work were put into it, it could probably work, but honestly I don't think it is something worth putting the time and effort into in the long run. I could be wrong :)

Proximity mines could quite easily work I think though, as it would only need a modified version of the artillery mine.
Title: Re: Stealth and Detection System
Post by: FridayBiology on August 04, 2015, 09:20:39 AM
[idea] Event - Stealth attack "colonist has noticed strange sounds..."
a little later "colony under attack from hidden attackers, best to find attack before its to late"
event spawns "stealth beacon" that colonists react to if close to. Like shrines with mechnoids within them.
"stealth beacon" spawns within home zone.
"stealth beacon" invisible though can be selected, once selected you can designate beacon to be deconstructed (steel) or be turned off.
if not found within time period (maybe a week?) raid appears (spawns directly on beacon) small region 3x3 tiles?
Title: Re: Stealth and Detection System
Post by: A Friend on August 04, 2015, 09:58:09 AM
To be honest, this would work better just as something included in an event.

Ambush!
Those pesky tribals/scythers/pirates were crawling around in the bushes!

A small group of enemies are cloaked and would close in to your base, when they get close enough, they pop out and attack immediately, leaving you no time to flick those switches. Or they may just target colonists outside your base.

Detecting them would require good hearing and sight. (More uses for senses! yay.)
Title: Re: Stealth and Detection System
Post by: FridayBiology on August 04, 2015, 11:56:56 AM
Quote from: A Friend on August 04, 2015, 09:58:09 AM
...Those pesky tribals/scythers/pirates were crawling around in the bushes!

A small group of enemies are cloaked and would close in to your base, when they get close enough, they pop out and attack immediately...they may just target colonists outside your base...
I thought the same kindof, (berry bushes :P)
though it'd require a massive amount of code to be written and shifted to make enemies "uncloak" in your base. As structures and homezones count as base so players could just claim random walls to prevent/decrease ambush risk.
There was a sniper raid event with three m24 users spawning from the edge of the map and would stay in the non-build zone on the map's borders. Though that was a few alphas ago.
Title: Re: Stealth and Detection System
Post by: The-MathMog on August 04, 2015, 03:19:17 PM
Quote from: A Friend on August 04, 2015, 09:58:09 AM
To be honest, this would work better just as something included in an event.

Ambush!
Those pesky tribals/scythers/pirates were crawling around in the bushes!

A small group of enemies are cloaked and would close in to your base, when they get close enough, they pop out and attack immediately, leaving you no time to flick those switches. Or they may just target colonists outside your base.

Detecting them would require good hearing and sight. (More uses for senses! yay.)

This would definitely be an interesting way to implement it. Easier to work with, but still relevant. The text box message, can be a placeholder for them popping up, until a better suitable system could be implemented.

And as someone has mentioned before, having "friendlies" in your base who are actually enemies in disguise, who could then be discovered by good senses as you said.