Simulated Populations and Raids.

Started by Vagabond, February 22, 2015, 03:15:23 PM

Previous topic - Next topic

Vagabond

Hello,

Given that we now have a world generation that not only allows choice of where your colonist settle, but also where all npc factions are settled, I propose the simulation of populations for NPC factions.

By simulating the state of NPC factions, there can be a finite amount of NPCs on world. This would allow for many interesting game mechanics to be introduce. Before I continue, I would also like to point out (for those whom are unaware) that there is no faster than light travel, and the game takes place on a planet on the outer rim of the galaxy. Offworld reinforcement and supply isn't the norm.

With NPC factions simulated it would open the doors to being able to raid -them-. Being able to open the world map in game, and after researching some form of transportation for long distance travel, we would be able to take the fight to the enemy (or become raiders ourselves).

This would also force factions to decide whether or not the possibility of losing their raid team is worth it by judging the projected size of your force and it's composition.

In the same line, it would open up the possibility for 'missions'. Off map actions that you can send a colonist on in order to secure some benefit, at the cost of losing a working member of your colony, and a resource cost (food/transportation/ect.). Scouting another faction could be one of those actions that would give you the basic state of an NPC faction.

I've stated many times that children and an abstract timescale where a single day represents three months would be benificial for immersion's sake. This becomes all the more true with finite populations, the actual time it takes to do the tasks colonists do in game, and recognizing there is no FTL travel. NPC factions' main way of replenishing their forces would be through time and childbirth. By having the suggested abstract timescale, it would take three game "days" for a pregnant colonist to give birth, and between sixty to ninety game "days" for them to become breeding adults.

I feel challenges should be more than just more and more raiders comming to get you. I remember a suggestion I made a long time ago about a Dragon Riders of Pern style corrupting plant. Starship trooper style bugs, Tremors style worms, or even some sort of dog-like war beast that humans breed to bolster forces. Animals life cycles are faster and would be a cool way to bolster that six man raiding party that is comming after you. Enemies factions shouldn't send what essentially boils down to non combatants on raiding parties. If they only sent people whom were good fighters, their raiding parties could be smaller. With the introduction of children and complex relationships, colony layouts would have to adapt to colonist demand and "kill boxes" wouldn't really be viable due to the size of the colony. This would increase the effectiveness of raiders because they aren't just being funneled to their death; another immersion breaking thing.

Thank you for reading.

Cheers,
Michael


seosirk


JimmyAgnt007

a totally AI driven colony we can raid will be a long time in coming.  its not worth the effort to code the AI before the rest of the game is finished.

that being said, it would be neat to do eventually.

more abstract statistics just dealing with colony wealth and population can be fun.  there may be no FTL but trade ships are abundant enough with slavers and such.  unless they are all traded domestically. 

but for the gameplay, if there were a finite number of pirates to raid you, what happens when they all die?  no more raids?  the late game would be greatly diminished.  unless there is a way to generate new populations.