Quote from: ShadowDragon8685 on November 07, 2013, 12:34:34 PMI would say that it's perfectly fine solution. If your base design and troops defenses predicted attacks from varied angles - than you are suppose to win.
Not really. That would just make the player design the entire interior of his base with a false wall sacrificial zone for the demo team to blast through while he's maneuvering his entire colony into a pillbox set up along the edge of the entire mountain. The demo team blasts through and comes immediately under heavy fire.
You used your troops, you used cunning design - I see nothing wrong with that.
What you do right now though is just a simple switch & bait. Where bait is the only doors into your colony and 2 blasting charges do the job. If not - tower clean the remains. You never used your troops in combat, took any risks nor lost any notable force.
Quote from: ShadowDragon8685 on November 07, 2013, 12:34:34 PMAlso, he's probably planted blasting charges like, everywhere, so the demo team will be heavily injured before they get inside.That's extremely unlikely to happen - costs of such enterprise would be prohibitive, while still being very inefficient.
Quote from: ShadowDragon8685 on November 07, 2013, 12:34:34 PMTaking an entrenched position requires an order of magnitude more resources than making it does. You know how a modern military would go about taking these mountainside forts? They'd drop a cruise missile or two on the killboxes, have choppers fly up to suppress the entrances and force the people inhabiting it back in. Then they'd come up with multiple raid teams to breach several points at once with overwhelming numerical advantage - not five or six more than I have colonists, try twice the number of hostiles they're expecting, and they all have an overwhelming equipment and training advantage.Noone would fly any choppers. Single bomb from F/A 18 solves the problem. Noone makes any raid teams nor anyone goes into caves. Yea, that bomb is expensive, but noone will risk lives for stuff like that.
Sorry, but this whole comparison to modern day real-world combat is total nonsense.
Quote from: ShadowDragon8685 on November 07, 2013, 12:34:34 PMAnd in Rim Wold a single granade can break through mountain wall.
A WWII army? Watch The Sands of Iwo Jima. Bring about three times as many guys as you're expecting hostiles and get dug in for a long siege. Bring artillery pieces to pound their defenses to rubble - and bub, it takes a long time to pound through a stone mountain face with an artillery gun.
Again: comparison with real-world combat doesn't make any sense.
Quote from: ShadowDragon8685 on November 07, 2013, 12:34:34 PMFrankly, anyone can design a game where the game just throws unfair challenges after impossible odds until it's game over. That's what you tend to do when you're trying to win a fight; make it impossible for the other guy to win. Nobody wants to fight a fair fight, they want to shoot all those guys over there without getting any of their friends killed and go home to call it a day. But it doesn't make it a fun game to play when it's the AI throwing that at you.
Noone says about AI throwing unfair challenges.
As you didn't noticed - I suggested a demo team with one very specific weakness - long-range combat and timer-based explosives. This means that any team armed with any long-range weapons will be able to dispose them before they manage to destroy anything in the base.
Secondly - I also suggested these teams to be rather small (1+2 or 1+3 raiders in most cases) to ensure they are weaker than regular raid forcing your colonists to step out of the base but at the same time NOT being in as much of a threat as they would be if faced regular raiding party. Player should feel encouraged to attack them, not discouraged.
Also third thing you haven't noticed is that these teams were suppose to be sent bit later in the game - when player already got chance to obtain some equipment and he either already build the doom-door trap exploit, or is building it right now.
And finally - to make sure your argument is totally invalid - I also suggested that these raiders are more of hit, steal, and run kind of thing. So even if you decide to ignore them - they won't wipe out your entire base. Rather: make enough damage to make it worthwhile to defend against them, but not enough to ruin the game if you loose.