More raider agenda

Started by JesterBlue, July 29, 2015, 11:20:56 PM

Previous topic - Next topic

JesterBlue

The way the AI storyteller simply keep escalating the action up to 11 like right now make it feel like less a story but more like an endless Super Mario level with no end. I'd like to believe that Pirates and Tribes have their own agenda and objective instead of killing everyone and had lunch on their corpses. There are more to life than that, for example:

1. Looting, They blow a hole in your wall flood in and take everything not nailed down, deconstruct furniture for resources.
I would love to see the raider go for an unprotected wind turbine, deconstruct it and loot the resources or bust open the door and aimed straight for your precious medical supplies, stealing harvested potatoes, cutting your crops, being the general dicks that we usually see on movie.

2. Kidnap, they should wield blunt impact weaponry and immediately take anyone unconscious. Ransom optional.

3. Drop pod raid: They want the content of that cargo; may be the cargo can contain some artifact, good weapon, power armor?

4. Assassinate: Some time they just want to kill one specific guy, may be a guest.

5. Ambush your guest: They want to kill your friend's councilor during his visit, you can intervene... or not...

6. Slave driver passing by with some unconscious people in tow, will you help?

7. Occupy your base, they take your base, hang around, eat your lunch, smash some table play some chess and leave when they are bored.

Siege can be conduct in different way, Mortar and Sappers are fine, a group of tinfoil wearing pirate can use artifact to drive nearby animal insane and attack your base?

Construct wall around your base so your guys can't get out.
Build a trade beacon and jack your stuff.

Mechanoid can terraform (like beaver) transform the landscape into metal tiles, erect strange structure and kill all living things.

The reason I suggest this is because it's make the play through feel more like a story, it won't be always about a corpses strew battlefield and kill box, simply hiding and wait for the bad guys to take what they want is now an option and it won't be kill them all or be annihilated any more

Huge raid can happen earlier with smaller effect, they just bust down your wall, take all your foods and leave, as long as you don't resist, they'll let you live.

More events can happen: a lone hungry thief sneak unnoticed into your map to steal food. Scavengers just looting the dead body after your last battle, a warg dug up your graves, some hunter go on a muffalo hunt near your place...with rocket... they pop up on your map, mind their own business, sometime it affect you, sometime it doesn't, you have the option to fight or not fight, the choice is there, be a hero or a peaceful farmer, or a hermit. Either way it will make a good story.

Try this: Some buffoon go muffalo hunting near the base with minigun. They spray the bullet allover the field. Bob had enough of it, he sneak up on the hunter when they are eating, shoot one, the other escape  Two days later, the raider come back with many friends, they over come our turrets and get inside the base, everyone hide in the barn scared. They shoot Bob, kidnap his wife and take all our food while set fire to our home. That winter is the coldest winter as the everyone scavenge for loose woods to patch up the wall and fire place. Bob survive, but his brain doesn't work like it used to be. The raider issue a ransom of 1000 silver for the female return. Everyone will have to work twice as hard to make enough money to pay the ransom. They also need to remember, come spring, they will return.

kingtyris

I really like the 'deconstruct items for resources' idea. Tynan has said he wants a way to make constructions like geo thermals outside the colony walls more vulnerable, and I think that would be a good way.

Segrog


kahlzun

Maybe building their own colony elsewhere on the map and just interfering with all your possibiities for expansion? Lurk around all the exposed mineral deposits?

How about an event where the raiders try to find some exposed power conduit, and hook something into it that drains a lot of power, with the idea being they will cause your turrets etc to shut down.
Look for me on the KSP forums!
Rimworld. The game where getting a cannibal psychopath with bloodlust is a good thing.

Cherna

8. Mining party: Some other faction (even non-hostile) come to get some rare resources they found by scanning while they passing last raid/visit. Miners with some guards go mining right to plasteel/gold/uranium deposit and you need to choose what is more important, resources or good relationship with faction and safety of your colonists.

JesterBlue

As of right now, I'd prefer if they leave the natural resources alone (what with they have the entire planet to exploit anyway). But thieves, looters and scavengers are realistic 'guest' you can get in a rimworld as does pilgrims, hunters and slavers. Make way more sense than some dude go eat lunch in your base or army of pirates besieging a colony with heavy artillery for Corn!!!!

kahlzun

Look for me on the KSP forums!
Rimworld. The game where getting a cannibal psychopath with bloodlust is a good thing.

Segrog

9. Pure hatred- Raiders will come and destroy all snow men
;( rip in peace Sir Percival!

JesterBlue

A Faaaaabulous désigner have come to destroy all of your awful clothings! He has  gone berserk and is hitting your statues.

Play2Jens

I support this idea fully. I also think this is very important for the story telling aspect. It fits well with diplomacy game components and world events.
Imagine a volcanic winter is going on. There is a food shortage and raiders would go directly for your food storage.
Only problem is that programming complex AI is not easy. It would take ages to program something like this. And Ty already spent a lot of time on the sapper AI

JesterBlue

Most of these events just add flavour to the vanilla game without requiring additional AI programing except for may be scavenging which require Hostile pawns to be able to deconstruct object which sound cool but may be a terrible idea.

2. Kidnap only need more appropriate preset weapon suitable for kidnapping instead of machine gun and rockets, the withdraw condition is when they downed some colonist.

3. Drop pod raid: add to the existing event: an artifact is found but now it's a drop pod with raider spawn shortly after

4. Assassinate: Kill one target then leave, easy, diplomatic hit optional and not hard to implement

5. Ambush your guest: same as above, just target your guest, I believe this already in game when 2 hostile factions spawn on the map at the same time, now we just need to make it deliberate.

6. Slave driver, restrain mechanic already exist, I know the current build may not be ready for this but hostile pawns can kidnap others already so why not, they just need to path by the map from one end to another.

7. Occupy your base, non-hostile bad faction can reserve lots of stuff in your base, prevent your guys from using them and leave after a while, just like guest but very dickish. You have to decide if it worth it to wage war with another faction or not. As of right now, many people already hate the normal guests eating lunch on their beds so a push for more fun game.

As for looting, I believe the current AI can handle it like: avoid high threat area, check for item on the ground which should be littered everywhere from drop pods and after battle. They are just neutral minor nuisance, don't need to be factioned or hostile but the warning really will tick off the player and give them more pressure.