Do fleeing enemies make late game threats way to easy?

Started by AShinyPotato, March 11, 2017, 06:44:08 AM

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Fleurs

I don't like that idea, because as a player, you have a limited amount of pawn, but the IA does not, so he can send 30+ foes at you, and get wiped, and just say "i don't care, i got infinite amount of pawn, even if i killed only 1 with my 30+ raider, that good!"

They should act as player controlled IA, trying to protect their pawns a bit, and not acting as zergling, send over and over dozen of raiders with no fear of losing random_raider_68947.

You say the game is too easy, are you playing hardest difficulty mode with no save-scumming at all?

travin

Fleeing raiders I see as an opportunity as just another way to amass resources they often carry. Being outnumbered isnt frequently a primary factor deciding who wins, strategy is. Given that we know they will flee it's easy to make short work of them if you circle around behind them as they charge your base instead of just waiting around in defensive mode hoping not to get killed.

Maybe I've been lucky or haven't noticed, but this strategy seems to confuse the AI a bit and I end up with fewer fleeing raids, far more dead raiders and a shit ton of goods and able converts.

Brutetal

Quote from: travin on March 12, 2017, 04:24:57 PM
Fleeing raiders I see as an opportunity as just another way to amass resources they often carry. Being outnumbered isnt frequently a primary factor deciding who wins, strategy is. Given that we know they will flee it's easy to make short work of them if you circle around behind them as they charge your base instead of just waiting around in defensive mode hoping not to get killed.

Maybe I've been lucky or haven't noticed, but this strategy seems to confuse the AI a bit and I end up with fewer fleeing raids, far more dead raiders and a shit ton of goods and able converts.

I think the problem is you get a tending to install killboxes to counter those massive raids.
At least that's what I perceived from myself so far.
And killboxes are always put as the "entrance" to the base - so that chokepoint will kill for certain most of the raiders, and thise who are a bit behind will of course flee.
If you do it like you do, you're doing some kind of ambush - let them run in, kill them from behind. They have no option to flee this way, kinda smart :) Will have to try that myself.

The other factor is, yeah, we know they will flee eventually. I read the comments and am a bit on the edge here. From the raiders view it makes sense that they will rather flee than sending ALL their men and women to death. For players it takes a bit off the challenge sometimes - but more, if you have killboxes (which are a bit... How do you say? Gamey? Is that the right term?).
I don't kniw the threshold which kicks fleeing but it feels something like 50 - 60%. Maybe higher that to 80% with a chance that some go berserk?

travin

It's the stragglers holdling up the rear that tend to be the fleeing ones. So I just circle around and wait for them to move in and pick off the stragglers. The ones heading the attack tend to get a bit flustered from dual fronts.

No idea what the threshold is, but when the group starts flashing red death masks (if that's the correct term) it seems to trigger fleeing when many are seeing deaths all at once. Picking em off individually in a confusing way seems to prevent that. I suspect it's all about proximity and incident saturation.

It would be interesting to see their detail stats as it's occurring. Hopefully someone far more tenacious than I might have this level of detail and share the formula.

Kill boxes are fine and all, but they don't always do the job and let too many get away. That's wasted resources. Besides, it's kinda boring gameplay. Raid killbox, raid killbox, raid killbox. I like my killing to be a bit more of a sport. 8)

Mehni

I'm still waiting for the mechanoids to leave my base.

Quote from: travin on March 12, 2017, 09:38:27 PM
Hopefully someone far more tenacious than I might have this level of detail and share the formula.

50%.

Negator

If animal raids are relentless why not have armed animals rampaging (say muffaloes with LMGs mounted on them) having broken out of some wierd test facility.

We already have boomalopes as refugees from some demented industrial past ? why not just weaponise animals for moar frenzied raids ?

marginoferror

I like the retreat mechanic as it is. An alternative kind of end-game raid that involves (possibly drugged-up or rabid) people rushing with melee weapons to the death is a cool idea, but I think that a current dev goal is to make game-y approaches like killboxes obsolete, and that kind of rush is exactly what killboxes are strong against.

Maybe when the default attack type is smart enough to avoid killboxes (and therefore killboxes become rare), adding a zerg rush-style raid would be interesting.

Manhunter packs are insane, even with relatively innocuous animals, and I've lost as many early permadeath colonies to those as to raids.

travin

Quote from: Mehni on March 16, 2017, 12:15:36 PM
I'm still waiting for the mechanoids to leave my base.

Quote from: travin on March 12, 2017, 09:38:27 PM
Hopefully someone far more tenacious than I might have this level of detail and share the formula.

50%.

Awesome. Now what precisely does 50% refer too, given multiple factors being discussed?

b0rsuk

I disagree with the premise of this thread. I get attacked by pirates on high all the time and they typically have to be blown apart because of pain reduction. Don't make it worse.

Mehni

Quote from: travin on March 17, 2017, 12:25:40 AM
Awesome. Now what precisely does 50% refer too, given multiple factors being discussed?

50% of their forces need to be downed/killed to trigger a flee.

b0rsuk

Quote from: Negator on March 16, 2017, 12:47:41 PM
If animal raids are relentless why not have armed animals rampaging (say muffaloes with LMGs mounted on them) having broken out of some wierd test facility.

We already have boomalopes as refugees from some demented industrial past ? why not just weaponise animals for moar frenzied raids ?

Poison Ship could capture animals and augment them.

marginoferror

Quote from: Negator on March 16, 2017, 12:47:41 PM
If animal raids are relentless why not have armed animals rampaging (say muffaloes with LMGs mounted on them) having broken out of some wierd test facility.

We already have boomalopes as refugees from some demented industrial past ? why not just weaponise animals for moar frenzied raids ?

Or how about going in the other direction: pirate or tribal raids, but augmented by trained animals? A pack of dogs at the lower level, wargs or even elephants at the higher levels. This would add a ton of punch to tribal raids. Run the normal advanced raid scripts to set up mortars, or tunnel in, or try to get in the walls, and once there's a breach, UNLEASH THE HOUNDS.