Quote from: Alenerel on May 26, 2018, 06:54:35 AMHence the reason to find a solution to make kill boxes less effective. We don't want a brute force solution (sending more units per raid) to counter killbox as that'll make it too overwhelming for non-killbox users.
The problem with removing killboxes is that you WILL get overwhelmed, even if you build efficiently.
If you want a challenge its as easy as not building an killbox. I want challenges, but not only in the meaning of overwhelming raids... There can be other type of challenges too.
On the other hand, if we balance the difficulty according to non-killbox users, it'll be too easy for killbox users.
Simply telling the player to not build killbox as a solution is just... too artifical. Especially if it's such a general progression of your colony. The most logical structure of a colony is to build a wall around your base, and have an entrance, which you will likely heavily guard, and... oh oops, you just built a kill box.
Tweaking what makes kill box so effective is the ideal solution. Building kill box will still be a thing (e.g. for slaughtering manhunting packs) but it won't be a be-all solution for enemy attacks.
Making the player build other types of defenses BECAUSE they're just as effective will make the gameplay feel more organic. Feeling challenged because the game is actually challenging is much more organic than feeling challenged because you're limiting yourself.