Quote from: Tynan on November 02, 2013, 11:57:00 PM
Nice raider funnel Kevlar. An interesting alternative to the waffle funnel, which is the other main degenerate strategy I've been seeing. It'll be a fun design challenge to make a challenge/raid system that makes these setups a bit more dynamic (read, not unbeatable).
I think when the player has that much control over the fight, and the area they fight in the only way to make it interesting is uneven odds, or creating an event that either forces the player out of their 'bunker' or makes them want to leave their bunker.
Maybe having the AI build a base for the player to assault would probably be better than leaving the player alone to make an uneven battle field. It wouldn't take much, just a few sand bags that the raiders retreat to and decide to camp when they lose maybe 75% of their force rather than waiting till they lose 90%, and if the player ignores them, the surviving raiders try to control the area while avoiding the player camp until more raiders come to fill their numbers up. Leaving the raiders alone means constant threat of larger assaults, and a bigger raider camp to deal with later.
I think this idea has two big plus points, first it lowers the initial bar for success for large camp defence, secondly it forces the player to initiate a fight (albeit on a weakened enemy) but against their defences.
However after saying all that, I don't think this should happen for every raider attack, I'd say one in six or maybe even lower.
I think there should be times when the raiders simply run in steal your food and metal and then make a break for it, only attacking when they meet resistance.