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RimWorld => General Discussion => Topic started by: RedStorm58 on February 01, 2014, 08:26:09 PM

Title: Mortar Teams
Post by: RedStorm58 on February 01, 2014, 08:26:09 PM
I have heard that Ty is going to add Motar Teams, which will probably make players do two things. Make player actually get out of there base. And will make players go on the offense. Which are good things. BUT. I also have heard that the guys will just look for a defendable position and will bomb you until you come and stop them, or ,if you cant do that, will kill every single one of your guys. I am thinking is this good or bad?
Title: Re: Motar Teams
Post by: ApexPredator on February 01, 2014, 09:32:22 PM
I like the idea even though I think it will make the game quite a bit harder. I am interested in seeing what direction Tynan is going to take with this. The plus side to mortars, range, being able to fire over wall/bags, AOE/splash damage. Some negatives I would like to see are slow setup/breakdown of the mortar to reduce their mobility and reduced accuracy. Will the mortars do heavy soft damage or a mix of both soft and hard?
Title: Re: Motar Teams
Post by: Untrustedlife on February 01, 2014, 10:38:49 PM
He hasnt gone into much detail yet, and raiders WILL use them against you.
I don't mind the game getting harder, currently once you get to a point you destroy everybody that attacks you with no effort using mines.
At that point you will be begging for challenge.
Title: Re: Motar Teams
Post by: RedStorm58 on February 01, 2014, 11:09:33 PM
Imagine this. A motor team comes in, setting up shop. You know you are going to have to go otu there, but then, out of nowhere, a second message pops up. A regular raider party have arrived! The raiders approach shooting at your colonists, while the motars destroy your funnels and waffles and kill boxes. Your frontline has been destroyed and you make a hasty retreat to another part of town. The raiders, now provided with rubble as cover and a clear path into your colony, advance. You make a final stand trying to fight them off but then, the last salvo from the motars destroy what remains of your army. You have lost. That would be AWESOME. So ya, mabe it is a good thing 8-D Bye!
Title: Re: Motar Teams
Post by: Untrustedlife on February 01, 2014, 11:32:43 PM
It would be the most intesne death ever.
Title: Re: Motar Teams
Post by: Tynan on February 02, 2014, 12:26:15 AM
I'm thinking that they'll take a very long time to set up, and fire very infrequently, and not do thaaaat much damage. So they could be out there mortaring you for days.

I'm interested in protracted siege warfare because the long timescale links together the building and combat aspects of the game. Now you can build stuff during the siege, using the building mechanics and your skilled builders, to win a fight. That's interesting because you're making something economic into something tactical.

It's the same reason I want to do archaeology and have threats like, say, deadly robots who wake up on a timer, two weeks after being discovered, giving you a chance to build a killbox around them before they emerge.

Of course, this is all theoretical right now, but the design possibilities are exciting.
Title: Re: Motar Teams
Post by: hwoo on February 02, 2014, 04:26:55 AM
will you be able to capture mortars for yourself? I love the idea of having my own mortar team duking it out with a raider mortar team. plus it adds offense options. have smoke rounds to cover the advance of your colonists as they move to flank incoming raiders.

also with the robot thing, would that give you access to higher tech after you killed them? just thoughts is all.
Title: Re: Motar Teams
Post by: Goo Poni on February 02, 2014, 06:38:28 AM
I would hope that Mortars are wildly inaccurate, like, good luck actually hitting your intended target without massed Mortars and while they really hurt and probably incapacitate on a close call, the main source of damage would be structural damage (damage, not disintegration like grenades do, which I really don't think they should) and morale damage. Significant decrease to happiness, some fear and stacking so that people who witness repeated mortar strikes will suffer amplified effects (but not allowing 10 mortar strikes all at once to instantly apply 10 mortar debuff stacks). The idea being that you could break people without getting into a close quarters gunfight. I would also hope that Mortars are difficult to operate, requiring 2 or 3 people to man, and require missiles to give the missile item a use. That would mean that Mortars cannot fire forever and raiders would fire a few shells before then beginning their assault, nor can the Colony survive several raids, retrieve the mortars and then bomb all raiders in the foreseeable future to dust with battery fire. It would trivialize raids even more than the construction of efficient killzones with the "waffle" and the like.
Title: Re: Motar Teams
Post by: RedStorm58 on February 02, 2014, 09:36:35 AM
Actually, motars take less than a minute to set up. Mobile motars is simply a tube with a tripod. And also, do you know how easy it is to reload one? When i was 15, i went on a feild trip to a army mueseum. They let us touch and actually reload the motars. After a couple tries, i could launch four motars in less than 20 seconds. So i dont know what you mean about it being slow to set up. But i know you probably doing it gameplay wise. But if you do add motar teams, make them to be able to have napalm motars. Napalm: extremly flamible liquid that can get to tempatures of 32,000 degrees. MUWHAHAHAHAHAHAHA. >; )
Title: Re: Motar Teams
Post by: RedStorm58 on February 02, 2014, 09:52:06 AM
And the motars were fake.
Title: Re: Motar Teams
Post by: Vastin on February 02, 2014, 09:48:11 PM
Small mortars can be set up quickly - but they can take a while to sight in, either by doing careful estimations, or if you have the ammo, by firing and having a spotter 'walk' you in - so in effect they are pretty slow.

Of course, a futuristic mortar would sight itself in if you know where the target is, and the shell itself might even have corrective guidance - but the raiders in rim-world are lucky if their pistols work right, so I'm guessing they're using a makeshift tube with crappy old surplus shells. They'll be horribly inaccurate, and lucky if they don't blow themselves up with it after the first couple shots.

I'm already anticipating the first time I hear that <thump><tweeeeeeeeeeeeeeEEEE><BOOM!> announcing the arrival of a hostile mortar team in the game. :)
Title: Re: Motar Teams
Post by: RedStorm58 on February 02, 2014, 10:07:18 PM
Ya, i am waiting for that to. Blowing themseves up.... But that means that when you use them, it has a chance of blowing up to.....
Title: Re: Mortar Teams
Post by: RedStorm58 on February 04, 2014, 05:58:07 PM
Tynan, when WILL you bring in the motar teams? Please answer, i want to know(you could pm me if you want)
Title: Re: Mortar Teams
Post by: Tynan on February 04, 2014, 06:27:10 PM
I'm going to add them. Probably not in Alpha 2, though.
Title: Re: Mortar Teams
Post by: RedStorm58 on February 04, 2014, 10:37:43 PM
Awwww!:-[(
Title: Re: Mortar Teams
Post by: Jones-250 on February 05, 2014, 06:29:01 AM
Just three things that I need to add into this thread.
1. The accuracy of the mortars should be a circle of about 20 blocks.  Perhaps between 15 to 25. (Semi-realistic, realism is a bad argument. I am a dumbass.)
2. Light mortars (60-80mm) tend to have quite good RoF (18-20 RPM), however due to balancing issues it should be low. Perhaps because the raiders have a scarce supply of grenades due to the fact that they are quite heavy to carry and transport and thusly fire only on "important targets". You know, not to waste the rare fire support.
3. Mortars need spotting. Even though the mortar team can spot and destroy targets by them selves, they should usually rely on someone nearby to provide them targets, a fire director. The mortars should be able to fire blindly into your colony, however without being actually able to target turrets or other facilities. With a raider nearby, they could zero in on spesific targets of priority. Killing the spotter would naturally remove this option. (Even though the raider mortar team would still have the coordinates of static targets.)
Title: Re: Mortar Teams
Post by: RedStorm58 on February 05, 2014, 10:10:05 AM
Yes, thats exactly what i was thinking. So lets say that you have a large battery room, and spotter saw it before you killed him. Would that mean he would still send the position, and the motar team would still know were it is. NICE!!
Title: Re: Mortar Teams
Post by: ApexPredator on February 05, 2014, 04:08:50 PM
Quote from: Jones-250 on February 05, 2014, 06:29:01 AM
Just three things that I need to add into this thread.
1. The accuracy of the mortars should be a circle of about 20 blocks.  Perhaps between 15 to 25. (Semi-realistic, realism is a bad argument. I am a dumbass.)
2. Light mortars (60-80mm) tend to have quite good RoF (18-20 RPM), however due to balancing issues it should be low. Perhaps because the raiders have a scarce supply of grenades due to the fact that they are quite heavy to carry and transport and thusly fire only on "important targets". You know, not to waste the rare fire support.
3. Mortars need spotting. Even though the mortar team can spot and destroy targets by them selves, they should usually rely on someone nearby to provide them targets, a fire director. The mortars should be able to fire blindly into your colony, however without being actually able to target turrets or other facilities. With a raider nearby, they could zero in on spesific targets of priority. Killing the spotter would naturally remove this option. (Even though the raider mortar team would still have the coordinates of static targets.)

Having a crew and spotter seems a little much for this game currently. I could understand a two person team for a single mortar but would not be upset if it was a single raider. I would expect the raiders to have similar tactics to what we are facing in Afghanistan. One or two raiders on a mountain that is within range of the base, set up, quickly fire off all the rounds they brought with them in the general direction of the base and retreat before the base sends someone to take them out. This is a crude but somewhat effective method to disrupting operations with a very low kill success rate.

I usually set up my cols in different formations depending on what the attack looks like and my current base set up; however, with a raider mortar team in the mix it maybe a gamble for us to send soft targets indoors until the barrage is over or leave them out and possibly loose a few cols. If you pull in the cols it will allow a raider advance without much resistance but should keep them safe from mortars.
Title: Re: Mortar Teams
Post by: Jones-250 on February 05, 2014, 07:38:44 PM
Quote from: ApexPredator on February 05, 2014, 04:08:50 PM
-snip-
Good points, let´s just hope that they do not posess something like a portable AMOS. (http://en.wikipedia.org/wiki/AMOS)
Title: Re: Mortar Teams
Post by: kin on February 05, 2014, 10:48:16 PM
Hopefully give us a method of replying to the mortar threat without risking too many colonist deaths.
Either our own mortar teams or make it so mortars need a spotter within sight of your camp who can be sniped. (not necessarily from within your base), you could send out a lone sniper to take out their spotters or even the mortar crew themselves, then capture it.