Defenses + Anti-Defenses

Started by Trensicourt, January 06, 2014, 05:04:10 PM

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Galileus

Quote from: Trensicourt on January 12, 2014, 11:07:01 AM
Okay okay okay. I'll change the description to something less op. Okay? BUT THE STATS REMAIN THE SAME.

It's not like these stats matter... :P

Trensicourt

EVERYTHING MUST CHANGE<---no matter how ironic this is compared to my previous statement.
WHAT IS RIM WORLD? A RAIDER DEATH BALL. LITERALLY.

parkourwalrus

There shouldn't be insta-kill weapons, this is about story, and it isn't a tactical rts, and so you should at least have a chance to survive.

palandus

A long-range hand grenade is an RPG. RPG = Rocket propelled GRENADE.

Trensicourt

Quote from: parkourwalrus on January 12, 2014, 04:00:28 PM
There shouldn't be insta-kill weapons, this is about story, and it isn't a tactical rts, and so you should at least have a chance to survive.

What if there are laser pointers or charge signals on the insta kill rockets?  Besides, who cares if 5 or 7 colonists dies during one really massive raider invasion.
WHAT IS RIM WORLD? A RAIDER DEATH BALL. LITERALLY.

parkourwalrus

Quote from: Trensicourt on January 12, 2014, 06:52:36 PM
Quote from: parkourwalrus on January 12, 2014, 04:00:28 PM
There shouldn't be insta-kill weapons, this is about story, and it isn't a tactical rts, and so you should at least have a chance to survive.

What if there are laser pointers or charge signals on the insta kill rockets?  Besides, who cares if 5 or 7 colonists dies during one really massive raider invasion.
But then their story ends, though a laser pointer would be acceptable. Remember, these are anti-defence, not antipersonell

Trensicourt

They are only anti-defense. They are designed to crack walls and etc.

Also those laser pointers show where the rockets are going to hit. It will take the rockets like 10 seconds to charge up before they are fired. THUS YOU MUST either RUN or KILL the user.
WHAT IS RIM WORLD? A RAIDER DEATH BALL. LITERALLY.

Trensicourt

WHAT IS RIM WORLD? A RAIDER DEATH BALL. LITERALLY.

Tinou

i love your game! i have played a lot! it is just amazing! but... i think it need a boutton for survivors goes directly in combat with a position recorded as a preliminary. like an alarm, one click above, its sounds and they go in defensive position!! (we have to build the alarm of course!) when I have too much survivor it is really boring to select them one by one, to give them the same place has each time... it's the only one big default for me!!!

PunisheR007

Quote from: Tinou on January 16, 2014, 07:34:44 AM
i love your game! i have played a lot! it is just amazing! but... i think it need a boutton for survivors goes directly in combat with a position recorded as a preliminary. like an alarm, one click above, its sounds and they go in defensive position!! (we have to build the alarm of course!) when I have too much survivor it is really boring to select them one by one, to give them the same place has each time... it's the only one big default for me!!!

That is what this game needs!!!

Trensicourt

Anymore suggestions? I don't want this thread go dead.
WHAT IS RIM WORLD? A RAIDER DEATH BALL. LITERALLY.

parkourwalrus

It would be cool if raiders would hover above the map in their ships, firing some lasers at your base, before dropping down and attacking.

Northgaard

On the subject of the AI moving into kill spots, you could make it so that the AI send more people on attackruns everytime and then lower their morale. Then the AI could send patrols to different parts of the base, for instance the small entrance to test the oposition, if they all get slaughtered the AI will try another way, for instance breaching walls or digging tunnels. In the case that the AI doesn't get slaughtered, their morale should be low so that they will leave early if enough of them die, then the added personel the AI has at its disposal (for probing the defences) won't matter cause they will flee, when they take too many casualties, OR if they get access to the stockpile they could simply steal some of the players resources and leave.