Robbers with Grenades

Started by LouisTBR, August 30, 2015, 11:25:12 AM

Previous topic - Next topic

LouisTBR

Is it just me, or the fact that colony wealth affecting raid sizes is stupid when you consider that they don't actually do anything but spray up a few walls? If you have gold in your stockpile, and some piss-poor raider comes along with crap clothes, you expect them to go 'Ooh, gold!' and take it. Maybe, instead of kidnapping and leaving (or fleeing), they could steal some of your silver/gold on the way. It would give more of an incentive to go after them, after all!
Only in RimWorld is the phrase "31 Heavily-Armed Siegers are currently bombing your base" preferable to "50 manhunting squirrels are attacking your colony"

akiceabear

A few ideas for raid mechanics:

  • Raiders go for most expensive stack (or two) and leave. AI is that all raiders head for your stock pile and once there pick up and run. Could also apply to sappers.
  • Raiders target your most valuable colonists to kidnap and run.
  • Raiders remember who had the killer shots on a failed raid in the past, and set out just to assassinate that pawn.
  • Raiders light a string of fires and run.
  • Basically, a lot more hit and run techniques...

LouisTBR

Yes, I agree that the aim of every raid should be to either assassinate a certain colonist or steal from your stockpile. The most valuable colonist idea, however: How would you measure the 'value' of colonists? I understand that you mean by skills, but which particular skills would outrank others?
Only in RimWorld is the phrase "31 Heavily-Armed Siegers are currently bombing your base" preferable to "50 manhunting squirrels are attacking your colony"

Barley

Assassinating a particular colonist would be frustrating at low levels. So these events would need a little bit of tweaking. But I do like the idea of raider objectives. More flavor text for incoming enemies is always nice, after all.

Pirate Objectives:
Wealth Hunt: Pirates looking for delicious booty! Steal Gold, Silver, Weapons of high quality. If they are not being shot at, will attempt to take furniture and statues.
Supply Run: Pirates need to eat, too! Generally during winter, or during the early months of the game, pirates will seek food, medicine, clothes of sufficient quality, plasteel, Uranium.
Kidnapping: Most "pirates" are former colonists brainwashed to serve for the pirates. Weather they use advanced technology or old-fashioned torture to do it is unknown. Survivors don't like to talk about it. Regardless, the pirates need manpower, so they're taking some of yours. These raids have fewer enemies with high-level weaponry: Minimize losses, maximize gains.
Ransom: Like the above, but with the intent to force payment out of a colony the pirates feel they can't break. Most common tactic is to seige the colony, kill or wound the counterattackers, and take the survivors for ransom.
Assassination: Someone in your colony has drawn the ire of the pirate leader. Maybe they were a pirate you rehabilitated, or maybe a refugee who offered to join your colony for protection. Maybe they're just a really good shot? Regardless, the pirates will send snipers and/or heavily armed brawlers to attack the colonist, and you must defend him. Alternatively, the Pirates may offer to just take the colonist and leave in exchange for not destroying your colony.
Weaken Enemies: The Pirates set fires, kill animals, and destroy crops in order to prevent the colony from becoming too strong to raid.

Tribal Objectives:
Supply Run: As above, but now with tribes.
Assassination: As Above, but with tribes
Weaken Enemies: As Above, but with tribes
Land Grab: These raiders want your land. They will not stop until everyone is dead.
Prison Break: The Raiders want their friends back. Occasionally they'll try to ransom instead of resorting to violence.
Rightful Owners: Somewhere in your colony is a sacred tribal relic. Maybe a master-crafted weapon, or a psychic lance. They will stop at nothing to get it and return it to their colony. As with Prison Break, may try a peaceful alternative.

Additionally, I'd like to see attacking tribes bring dogs, wargs, elephants, rhinos, or Thrumbos with them on raids. Gives their raids a more unique flavor than just "ZERG RUSH!"

Outlanders
Supply Run
Weaken Enemies
Prison Break
Assassination
Land Grab
: In this case, the "Land Grab" attack's flavor text would indicate the Outlanders don't want your land; they simply see you as a threat to passing travelers. Either way they're still going to kill you all.

Allies
Insanity: A psychic pulse has driven some nearby travelers (Early game) or even an entire chunk of a civilization (Late game) insane. These enemies do not have a real objective in mind: They'll kill people, burn crops, destroy objects, beat each other up, steal items regardless of value, and generally make nuisances out of themselves. Do not expect to see or hear from these people for a while as they work rebuild their civilization. Note that this event can occur from any faction, not just enemies.

LouisTBR

This is a very well written example sheet, and I am fond of all the ideas on it. These would be a brilliant addition to the game!
Only in RimWorld is the phrase "31 Heavily-Armed Siegers are currently bombing your base" preferable to "50 manhunting squirrels are attacking your colony"

akiceabear

Great idea to differentiate raids based on faction.

For colonist value: this calculation is already done by slavers.

Bob_Namg

Hope Tynan sees this thread, these ideas are all brilliant
"Hon hon hon"
-Anonymous, France

LouisTBR

Yeah, this could be really interesting to see in the game!
Only in RimWorld is the phrase "31 Heavily-Armed Siegers are currently bombing your base" preferable to "50 manhunting squirrels are attacking your colony"

keylocke

similar suggestions have been suggested before. but keep em coming.

you never know when tynan ever decides to incorporate a suggestion for the next update (ie : the pets suggestions have been suggested and shot down many times, before it actually got picked up and implemented)