Many players and as many different strategies based on the vanilla game / modded game role of the dice. I personally don't like to check what a raider/mech is targeting - this is cheating IMHO. Kiting mechs however is using the game weapon ranges in a smart way, no problem here.
In one of my games, one of my star pawns (extreme good cook, industrious etc) was tired of all the misery and walked out. He was later part of a rescue quest but it would have been nice if he'd become part of the raiders too.
What I miss in the game is a dynamic fog of war-principle:
At first raid of a faction A, the FoW is 100%, meaning they can only see as far as their eyes+weapons reach. So a melee/club has only a limited view, while a sniper sees more. This will result in more dump-raids, going directly at the best opportunity (front gate, exposed farms etc).
If there are any survivors after the raid (either by escaping, releasing or walking away from the colony), the FoW reduces (by 20%) for that faction. The consequence is that in the next raid, they know the location of the killbox and some of the other defenses. Consequence could be more sapper raids than frontal attacks.
Note: this also is a catch22 as for factions (except pirates), releasing prisoners will increase goodwill but also reduces the FoW.
After the 5(?)th raid by the same faction, the FoW is reduced to 0%. This means the faction knows the buildings, kill boxes, traps and guns from the previous raids. The raid can now be more precise (fire vs wood walls, sapper to non-defended walls, power plant attacks etc)
Note: The devs will need to keep a snapshot map of the colony for each attacking faction.
High goodwill with a faction makes them forget the colony, thus increases the FoW over time.
Buying goodwill should also become more expensive to gain higher levels.
The FoW also depends on the biome. Tropical biome will by default have more hidden areas than an ice biome.
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This also means, an attack on a raider base should give the pawns a 100% FoW on the first try. This make the attack longer, more tedious/dangerous by default. A tactical retreat and a later return will show the map with a reduced FoW.
In one of my games, one of my star pawns (extreme good cook, industrious etc) was tired of all the misery and walked out. He was later part of a rescue quest but it would have been nice if he'd become part of the raiders too.
What I miss in the game is a dynamic fog of war-principle:
At first raid of a faction A, the FoW is 100%, meaning they can only see as far as their eyes+weapons reach. So a melee/club has only a limited view, while a sniper sees more. This will result in more dump-raids, going directly at the best opportunity (front gate, exposed farms etc).
If there are any survivors after the raid (either by escaping, releasing or walking away from the colony), the FoW reduces (by 20%) for that faction. The consequence is that in the next raid, they know the location of the killbox and some of the other defenses. Consequence could be more sapper raids than frontal attacks.
Note: this also is a catch22 as for factions (except pirates), releasing prisoners will increase goodwill but also reduces the FoW.
After the 5(?)th raid by the same faction, the FoW is reduced to 0%. This means the faction knows the buildings, kill boxes, traps and guns from the previous raids. The raid can now be more precise (fire vs wood walls, sapper to non-defended walls, power plant attacks etc)
Note: The devs will need to keep a snapshot map of the colony for each attacking faction.
High goodwill with a faction makes them forget the colony, thus increases the FoW over time.
Buying goodwill should also become more expensive to gain higher levels.
The FoW also depends on the biome. Tropical biome will by default have more hidden areas than an ice biome.
--
This also means, an attack on a raider base should give the pawns a 100% FoW on the first try. This make the attack longer, more tedious/dangerous by default. A tactical retreat and a later return will show the map with a reduced FoW.