[Alpha 11] Sappers. Challenge accepted.

Started by Adamiks, May 12, 2015, 06:00:52 AM

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Do you accept the challenge?

Hell yeah!
Yes!
Hmm.... I guess?
NOPE.
No way!

TLHeart

Quote from: BetaSpectre on May 13, 2015, 12:57:34 PM
Pawns IMO should have a "Line of sight"
Boxed in turrets behind walls AND Roofs shouldn't be seen by tribals (maybe pirates) Especially if covered by an automatic door.

Pirates might have scanning equipment that can detect threats but Tribals won't have that.

I like that Tynan is adding more into raids to counter player strategies xD!

tribals on the first attack don't know about the kill box trap.... next attack they do, and will change their attack path. 

To add to that, it would be important that so long as NO tribals escape, then the next wave does not know about the kill box. One escapes, then they KNOW about the kill box, and if you release a prisoner, they KNOW about everything the prisoner saw.

RickyMartini

QuoteChangelog
Started: Enemy factions remember the locations of discovered traps and avoid them in future.

Oh my god, guys, it's a trap. Stop writing new ideas here he's actually reading all this and maliciously implementing it!  ;D

Kegereneku

Quote from: Skissor on May 14, 2015, 01:33:36 PM
Oh my god, guys, it's a trap. Stop writing new ideas here he's actually reading all this and maliciously implementing it!  ;D

So, Tynan, remember that we all wanted Scyther mechanoid to play in team with the Centipede and rush on sniper, and CQC with the rest...

We are soooo dead
"Sam Starfall joined your colony"
"Sam Starfall left your colony with all your valuable"
-------
Write an Event
[Story] Write an ending ! (endless included)
[Story] Imagine a Storyteller !

Tynan

Quote from: Skissor on May 14, 2015, 01:33:36 PM
Oh my god, guys, it's a trap. Stop writing new ideas here he's actually reading all this and maliciously implementing it!  ;D

Lol, yes exactly. My only goal is to make you all suffer!
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Jimyoda

Quote from: Tynan on May 14, 2015, 02:22:05 PM
Lol, yes exactly. My only goal is to make you all suffer!
Errh, you're scaring us!

Fear is the path to the dark side. Fear leads to anger. Anger leads to hate. Hate leads to suffering.
Quote from: Rahjital on July 09, 2015, 03:09:55 PM
"I don't like that farmers chop people up."

Obviously she has already played Rimworld :P

Read the wiki. Edit the wiki. Let the wiki be your guide.
http://rimworldwiki.com/

NoImageAvailable

Quote from: Tynan on May 14, 2015, 02:22:05 PM
Quote from: Skissor on May 14, 2015, 01:33:36 PM
Oh my god, guys, it's a trap. Stop writing new ideas here he's actually reading all this and maliciously implementing it!  ;D

Lol, yes exactly. My only goal is to make you all suffer!

Can't wait to see the changes to the raider drop-in event.
"A group of Mechanoids has decided to drop in right on top of you! They're coming out of the god-damn walls!"
"The power of friendship destroyed the jellyfish."

Listy

#51
Quote from: Skissor on May 14, 2015, 01:33:36 PM
QuoteChangelog
Started: Enemy factions remember the locations of discovered traps and avoid them in future.

Oh my god, guys, it's a trap. Stop writing new ideas here he's actually reading all this and maliciously implementing it!  ;D

Is he?

So about Scythers dropping their charge lance...

Edit:
As you are reading this, can I suggest a name change? The "IED" to "Command detonated mine" and "Flame IED" to "Fougasse".
Why? Because the term IED only came into modern parlance with the unpleasantness in sandy places over the last decade.
Yes these weapons have been about for donkeys years, and the term is indeed accurate. But its a (very) minor PR thing.

RickyMartini

I can already imagine the first raid.

I'm always nervous seeing my 3 colonists in their first combat experience, but I can't imagine a scenario where the first raider purposely avoids the only turret I managed to built in this time. :S It surely will play out totally different.

Anduin1357

The general direction I see A11 and beyond coming is Tynan trying to make the game harder to play and less fundamentally fun than challenging as he formulates such raid enhancements that involves the AI cheating.

On the flip side, there is a thread on suggestions forum that may decide our ability to "cheat" all-seeing camera, leading to a potential major sight rebalance.

I guess just let the sapper scout/saboteurs come and challenge us for the sake of it.

Tynan

"AI cheating" as a concept doesn't really make sense; the game isn't even close to symmetrical and isn't designed to be competitive anyway. The AI operates under entirely different rules than the player (unlike other "AI cheating" games like StarCraft MP or Civilization). You might as well accuse StarCraft of cheating against you during the single player campaign.

And in any case, the AI now knows less than it ever has. Previously all AI 'knew' everything about everyone - including exactly where your defenses and colonists were so they could attack them. Now they at least don't know about traps until they're discovered, and don't avoid turrets until later in the game. So they know less, they're just smarter with what they know as well.

Quote from: Skissor on May 14, 2015, 07:04:36 PM
I can already imagine the first raid.

I'm always nervous seeing my 3 colonists in their first combat experience, but I can't imagine a scenario where the first raider purposely avoids the only turret I managed to built in this time. :S It surely will play out totally different.

The first raid would never do that kind of move; sappers and turret avoidance are advanced tactics that only happen significantly later.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Anduin1357

I hope that the sappers do not dig through walls then. It would be bad gameplay if some raiders dug to my cooling vents and destroyed them...

I want the AI to not know where my colony is in the mountain, only that there is an entrance to it.

I want the opportunity to hide other entrances that I may create so that I can use them without too much fear of raiders going to them all the time for being a weak spot.

TL; DR, the AI still knows the important things that matter the most to a colony.

rexx1888

if were talking about wall digging, it seems like a rad thing to happen during sieges. Every now an then while a siege is active, a raiding party forms. If over the time its existed it discovered your colony is a mountain home, then the siegers would dig a big ole hole to your base an stop one tile short, then the raiding party can dig it out. sounds like a laugh :D

Anduin1357

The problem is, you *will* know that it's there.

I don't want any digging unless the enemy is high tech spacers with mining eq. And ground sonar to detect the hollow space that is your base.

Regret

Quote from: Anduin1357 on May 15, 2015, 05:00:53 AM
The problem is, you *will* know that it's there.

I don't want any digging unless the enemy is high tech spacers with mining eq. And ground sonar to detect the hollow space that is your base.
[sarcasm]
Right, because sonar is the only way to track occupation.
Following the tracks left everywhere by people walking into and out of your base is impossible.
[/sarcasm]

To be fair, if you manage to dig in and close the entrance with a wall before anyone visits I agree that no-one would know this particular wall is hiding a base. As long as you don't start trading that is.
I think it would be a very boring game that way, but whatever makes you happy.
Maybe you can turn off factions completely? I'm sure that can be modded.

Frankenbeasley

Quote from: Anduin1357 on May 15, 2015, 05:00:53 AM
I don't want any digging unless the enemy is high tech spacers with mining eq. And ground sonar to detect the hollow space that is your base.

The whole point of sappers, as they developed, was to undermine defences. The term even comes from the old French word for digging, I believe. They dug trenches for your artillery and then mined underground to destabilise your walls by creating wood-supported chambers underneath them. They would then set fire to the supports to cause a cave-in or, with the advent of gunpowder, blow them to smithereens with underground charges. Just running up and lobbing grenades is not the action of a sapper, it is what a grenadier would do. Sappers are slow and careful and clever and digging quietly into the side of your base, or underneath your walls, is their MO. You do not need sonar or any other specialised equipment, just picks and shovels, muscles and patience. In the 16th century, at the siege of Godesberg, sappers dug into the side of the mountain on which the fortress sat and then blew it up to cause a wall collapse. Try and look at some of the remarkable info on the tunnels dug in WW1, for a relatively recent example. If anything, Tynan is underplaying their effectiveness.
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