[W|0.8.651] Attackers - balancing

Started by nils, December 15, 2014, 09:08:56 AM

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nils

The group of attackers I mentioned with the starvation bug was 10-ish attackers strong, at least two guys with powered armor, one with a charge rifle, and two or three with bionics. This was the second group that spawned for my colony, the first one was a lone guy with a pistol.

Needless to say there was not a snowball's chance in hell to survive.

Cassandra Classic on Challenging.

On the plus side, the attackers burning down your colony is a nice change of pace from the usual slaver raids. Kudos.

nils

I've left the game running for a while. Next attack wave is a single guy again.

My colony was not big, so I do think there's something fishy going on...

nils

I think I found out what happened. One corner of the map had cryosleep chambers that have popped.

I have not touched any of them myself yet, so I am unsure about the exact mechanics; what I assume happened is that NPCs got too close - perhaps even the raider spawn - and popped the chambers, from which these super nasty hostile NPCs emerged.

This obviously doesn't change the fact that it's a balance problem. One (presumably relatively easy) way to fix this would be to have the spawns from cryo chambers be hostile to whoever released them.

porcupine

Quote from: nils on December 16, 2014, 02:52:34 AM
I think I found out what happened. One corner of the map had cryosleep chambers that have popped.

I have not touched any of them myself yet, so I am unsure about the exact mechanics; what I assume happened is that NPCs got too close - perhaps even the raider spawn - and popped the chambers, from which these super nasty hostile NPCs emerged.

This obviously doesn't change the fact that it's a balance problem. One (presumably relatively easy) way to fix this would be to have the spawns from cryo chambers be hostile to whoever released them.

I'm not sure this is a balance problem at all, it's a randomness "problem", which isn't really a problem if you ask me.

I've had several cryosleep chambers open, where the occupants were hostile to everybody.  Heck, I'm reasonably sure I got saved by one, where they were hostile to each other no less.  There was one at the northern edge of my base, butted right against a mountain, during an invasion it got flung open, and the occupants started shooting *everybody*.  I cleared my guys out of there, and let the pirates, the sleep chamber occupants battle each other and the pirates :D

christhekiller

Aye the occupants are generally hostile to everyone. Had a grouping caught between myself and mechanoids and the space warriors and mechs and megascarabs dooked it out for a bit. But the scarabs eventually ate all the living tennants of the pods and they seemed less interested in mech flesh than the flesh of my colonists.

nils

Quote from: porcupine on December 16, 2014, 05:15:13 PM
I'm not sure this is a balance problem at all, it's a randomness "problem", which isn't really a problem if you ask me.

It is a balance problem.

skullywag

They only open if they take damage or are opened by you. Just one of the many ways the rimworlds getcha! Laugh it off and carry on. Or wall/roof em off in the first place. Also dont they only spawn underground now so less risk of this even happening...
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

FridayBiology

heater inside cryo room, wall off and build solar panel.
Leave for abit and return for loot once cooked.
Yes another god damn youtuber.
 https://www.youtube.com/user/FridayBiology