Adjusted outdoors need speeds.
What does this mean?
What does this mean?
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Show posts MenuQuote from: Serina on July 05, 2018, 05:22:53 PMQuote from: Tass237 on July 05, 2018, 04:50:36 PM
If they don't hunt human-likes, maybe they should automatically trigger manhunter at a certain hunger/malnutrition level to cover desperation? It would give an alert like any other manhunter event, but would add realism without dangerous surprises.
I like that idea. It's better than completely disabling predators from hunting humans.
Quote from: PatrykSzczescie on July 05, 2018, 02:51:21 PM
About deadfall traps never springing on you or allies: new meta for bases guys! in case you have tons of steel to spend.
I wonder if IEDs work similarly. Maybe explosives need a strategy, but EMP ones will counter mechanoids for sure.
And predators are passive now. Once there are no animals they could hunt for, they'll stand there until a new proper animal spawns. And when you attack them, they don't go manhunter for 100% chance anymore. They'll fight back until you flee, then they'll leave you alone. I wish this was a thing only in peaceful difficulty.
Quote from: Tynan on July 04, 2018, 05:57:14 AM
I honestly think it'll take time for the meta to catch up to the current design.
Old design favored very "closed" bases - lots of walls to funnel and control enemy movement.
I can imagine a format with a wide perimiter wall, with a large "moat" of territory just inside covered by overlapping autocannons (maybe this is farm/grazing land), with the compact town inside that. The idea is enemies come through a gap in the wall and get mowed down as they cross the open zone.
There's other approaches too. I've seen town-like designs with turrets covering long straight streets, Paris 19th-century style.
Autocannons have a long range and can cover a very large field if placed well.
Basically the paradigm of walls being the be-all-end-all control mechanism is changed; walls are now both useful but also a liability against your turrets since they block LOS. It will take time for old assumptions to work themselves out. I think a lot of people are mostly still talking "in relation to B18", not just judging the game as it is. It'll take time.
Quote from: giltirn on July 04, 2018, 02:43:40 AMQuote from: Scavenger on July 04, 2018, 02:26:02 AMQuote from: Tynan on July 04, 2018, 01:32:01 AMQuote from: giltirn on July 03, 2018, 06:25:55 PM
It's clear that Tynan has a goal in mind with these changes, specifically for us to fight out in the open mano a mano and forgo base defenses.
No, that's not the goal at all.
What I'm trying to avoid is really simple, one-piece-fits-all base defenses that solve every problem risk-free. Your base defense should be contextually adapted, complex, varied, interesting, and should fare differently against different threats.
Also related is that caravan fights and attacks on enemy sites, where you have no base, should be viable, as base defense should also be viable. This implies that base defenses are useful but no particular defense is absolutely necessary versus a given threat.
I want a challenge, it's part of why this game is one of the best out there. Do you really find it fun to have next to no risk? You mentioned sitting behind a sandbag and hitting fast forward, not seeming to realize that's exactly what you do with most kill boxes haha. Ditching minimal effort cheeses(like killboxes and animal hoards) and making you actually position, kite, change things up every single fight, is the whole point of combat and a challenge. And walls, gun turrets, and kill boxes are far from useless, their purpose is to fill in a few gaps and support your troops, not win the fight for you.
The only thing i want more, is more things in the terrain to affect what i build and where. So far, it is mostly just affected by mountains, temperature, and water. A lot of the replayability for me is crafting a new base and play style around my environment. Taking advantage of natural choke points from hills, rivers, and marshes. Swamps added a bit to it with very dense trees. I would love to see more! Maybe quick sand, sink holes, building on higher/lower elevations(this would be cool with a penalty or bonus to accuracy!), open lava field..?
I don't use killboxes as replacing turrets is annoying and expensive. I prefer building my base to funnel enemies through traps, split them up, and to use sally ports to flank them with weapons fire and sometimes melee. My defenses are geared around being able to reposition myself to negate enemy fire. Doors are a fundamental part of this design, hence my concern.
Quote from: Tynan on July 04, 2018, 03:36:35 AMQuote from: TheMeInTeam on July 04, 2018, 03:03:41 AM
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Please, please, just tell me your experiences and your suggestions for changes to make - but criticizing my thought process is meaningless because you don't know what my thought process is and it's not practical for me to constantly update everyone on it. To assume my thought process and then criticize that assumed entity is just yelling at clouds.
I'd like to get this thread back on track and end the side discussions. Please make posts that are directly experience based, not assuming others' thought processes, and not responding to arguments with arguments. Other posts may be deleted.
I do want to reaffirm that overall this thread is very useful. Thanks to all those who participate, especially writing nice play stories. The process continues to run well.
Quote from: Tynan on July 04, 2018, 01:32:01 AMQuote from: giltirn on July 03, 2018, 06:25:55 PM
It's clear that Tynan has a goal in mind with these changes, specifically for us to fight out in the open mano a mano and forgo base defenses.
No, that's not the goal at all.
What I'm trying to avoid is really simple, one-piece-fits-all base defenses that solve every problem risk-free. Your base defense should be contextually adapted, complex, varied, interesting, and should fare differently against different threats.
Also related is that caravan fights and attacks on enemy sites, where you have no base, should be viable, as base defense should also be viable. This implies that base defenses are useful but no particular defense is absolutely necessary versus a given threat.
Quote from: Greep on July 01, 2018, 02:08:28 PM
In hindsight, letting in 20 polar bears wasn't "free food"
Incidentally yet another autocannon deathThese babies really are a double edged sword outside of a killbox.