[Mod Request] Base Notoriety

Started by Grimworld, July 05, 2017, 09:34:24 AM

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Grimworld

So, i bought Rimworld 2 weeks ago and its amazing!

But as always there's just one more layer i want...

The only thing id like to see added is... "Base Notoriety!"

Now the below may seem like its covered in game already but...

Id like the frequency of interaction events (with a specific faction) be tied to a scale that increases with certain incidents.

The notoriety scale should track how "well known" the whereabouts of your tribe is in that particular community.

By default it should start at 0, increasing all the way up to ten when certain things happen. Eg...

1. After a random raid stumbles by your base and fails to conquer it, two of the attackers escape off the map...

They should then know the whereabouts of your base and potentially come back with more numbers? Meaning you have to chase them and if not be prepared to move on to another location (or defend yourself/begin politicking the tribe or faction). 

Eg for every escaping raider Notoriety goes up by 1?

2. Caravans could be "followed", a caravan with the "followed" trait will bring attention back to the base. Increasing the incidence of raids/ visits from the pursuing faction. (A followed caravan may feel the need to head somewhere else until the stalkers move on or are killed.)

3. Colonists spill the beans. Captured colonists and inebrieted colonists visiting other tribes might drunkenly (or under duress) reveal the whereabouts of your secret camp. This would be really cool if it worked both ways. (Id want to see a blank map until a faction is discovered, and even then the factions size should be determined by increasing your relationship with them, i want to discover/recon their settlements!)

.......

So imagine to start with, if you've just "crashlanded" say, your base would have a starting notoriety of 0.

Meaning anyone who visits will walk right past unless they...

A) Spot the base (Tree coverage, absence of light could make this more difficult for the visitor, this is the fundamental added mechanic i'm looking for)

B) You make contact with them. Inviting them in.

The visiting pawn now knows the whereabouts of the base. Can you trust him to leave? Well build a relationship with him/her and hope that they are not a wolf in sheep clothing. You let him leave, the base "notoriety" with his faction is now increased to 1.

Are you in good standing with the faction? Well maybe they send a caravan to trade, normal mechanics ensue.

But remember that faction (or camp if you wanna get into it) "notoriety" will stay the same whatever the relationship is. So don't piss people off who know where you live!

This could be further complimented by a system of spies/ malevolent visitors. That guy you fed and clothed? He might secretly be scoping your base out for his tribe/faction.

C) You attack him in advance. If he gets away, then hell come back to the same spot with more friends. Not straight to your base, but to the last known place of contact. They will begin searching for the "assailant". If they find him, but don't find the base maybe they capture him? maybe they interrogate him? Maybe "notoriety" increases daily while hes in their clutches (or weekly, can tie to a pawn stat like "toughness" :) I can see the areas system coming in to play here. Like incident location could be defined by a rough area around the "crime scene" lol.

.........

As far as i know incidence is scaled on wealth atm but id like to see an extra layer there? I will make some attempts to mod this myself.

As a bonus the notoriety can also track a reputation with that faction, such as "Those freaks are Cannibals: dont interact/ kill on sight"

The idea seems particularly useful when making drug labs, or roleplaying a prison break. (My fave way to play atm) I like the idea of my camp hiding from visitors and raiders alike.

Lights being put out to avoid being seen, foliage giving cover etc would be amaizng.

And the best part? Even if all this is hooked up you can just ignore it and play the way rimworld is set up currently with a sequential curve of incidents! It really just effects the first encounters!

So TLDR: I want my base to be a secret location. And a mechanic to track how factions discover/interact with my secret base. I think its should be called "Notoriety" and start at 0 for all factions. It will increase with incidence and at 10 your allies and enemies know your base like its their own.

Thanks for reading! Will start poking at mod tutorials s to see if i can get this to actually happen! :)


Bonus! If this was plugged in, technologically advanced factions might ignore your little hut because they have no interest in you and your primitive gang...



The-Eroks

This is s great idea. It'll take some code work for sure. I envision this being implemented by a few colony-level stats that can go up or down based on player actions (how regularly do you extract organs from your prisoners) and buildings they build (for example if you have many prison cells). Than incidents can be influence in two ways based on those stats: factoring (which increases/decreases the weight of an individual incident) or min/max required (won't trigger at all if minimum stat is not achieved, or maximum stat is exceeded).

Ideally, this implementation would have the stats and incident weighing exposed at the xml level so modders could customize what/how those stats are used. My fantasy mod would want to use maybe a good/evil and lawful/chaotic dynamic, another might be satisfied with a just fame/infamy, still another might want a science/mad science stat...

Yep. Very good idea.

XeoNite

-Never mess with squirrels