Ideas for late game enemies!

Started by TMAN80SS, September 07, 2015, 08:37:03 AM

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Cimanyd

RimWorld already has "surprise attacks" in the game, in a way. Drop pods landing in your base. You get almost no time to react, and your colonists could be in the wrong place, but the game does tell you about the event.

And despite how good the music is, I don't think you should be required to have your sound on to learn important information.
Some sort of psychic wave has swept over the landscape. Your colonists are okay, but...
It seems many of the scythers in the area have been driven insane.

FMJ Penguin

Trojan horse..... slowly  creeps into your base and unleashes gazillions of ........... trogans?...... I donno but something should prolly come out of it sense it would just seem anticlimactic sitting there doing nothing. But if you kill it before it reaches it's destination then nothing comes out sorta thingy.....


Yeah, I got nothing..... sorry...   :-[
Bits & bobs: https://www.dropbox.com/sh/buuxpswcu9rzh3o/AABlRN4f2E4UNfDY8a_RoA6Ea?dl=0 All open source so sell it to Adolf for a new pair of sneaks if you like.
"Curious.... How many credit hours does it take tell you can make a comment like that without laughing uncontrollably at yourself?"

Simon_The_Space_Engineer

Sounds like it would be interesting to see happen
In the end, we all make the same leather hats.

Listy

An Issue though. Centipedes are bloody annoying mainly to their large hit points and ability to just soak tons of bullets fired their way. Even Triple missile launchers won't drop them.
They're verging on "not fun" already. So how will epic enemies, who are more of the above be fun? Giant punching bags that take forever to take down, while they shoot at you with stupidly devastating weapons (centipede inferno cannon I'm looking at you). Equally if you get one of these guys rock up when your under geared or haven't had the chance to acquire asset X, then you're just screwed.

zandadoum

well since a12 at least i don't get any more 160+ war manhunterpacks which would slow down my game for ages.

i'd go for some giant insects maybe. i don't like the gunship/tank ideas i've read because then i would want to be able to build the same for my colonists.

also: please define "late game"

Simon_The_Space_Engineer

If anything any late game enemy's should be able to soak bullets, but because of all their armor, they can only carry small or week guns like pistols to help things be balanced
In the end, we all make the same leather hats.

Too-DAMN-Much

Quote from: Listy on September 10, 2015, 02:48:28 AM
An Issue though. Centipedes are bloody annoying mainly to their large hit points and ability to just soak tons of bullets fired their way. Even Triple missile launchers won't drop them.
They're verging on "not fun" already. So how will epic enemies, who are more of the above be fun? Giant punching bags that take forever to take down, while they shoot at you with stupidly devastating weapons (centipede inferno cannon I'm looking at you). Equally if you get one of these guys rock up when your under geared or haven't had the chance to acquire asset X, then you're just screwed.

i was actually suggesting something quite a lot more like voltron, deplete one HP bar that's one piece dead, rinse and repeat, maybe they could split up at will depending on whether focusing on just a few of your things/pawns is better than a free for all bloodbath.

MajorFordson

So it's stolen from a sci-fi novel (what isn't these days?) I'd like to see homage to the sci-fi settler novel "Legacy of Herot" in the form of an aquatic reptile superpredator. If the player was on the coast, there's a chance for one of these very tough, very fast bad boys (an AlphaCroc?) to start raiding your colony. Sprinting from the water, mauling a colonist then dragging them to the water.

Fingers crossed water becomes more dynamic and important in the future!

Barley

Since they come in the largest packs, the Tribals should at least get the ability to bring large and dangerous animals with them. That way we can reduce lag without decreasing the challenge rating of a tribal attack event.

Imagine a bunch of Tribesmen with bullet-sponge rhinos.
Or a bunch of bowmen protected by speedy wargs instead of slow, wimpy spearmen.
Or a massive boomalope attack with spearmen to exploit the holes made in your defenses.
Catapults would be cool.
Maybe in the far future we could get cavalry, with the advantage that weak old guys no longer have to rely on their own movement speed.

FMJ Penguin

Quote from: Barley on September 11, 2015, 12:48:59 AM
Since they come in the largest packs, the Tribals should at least get the ability to bring large and dangerous animals with them. That way we can reduce lag without decreasing the challenge rating of a tribal attack event.

Imagine a bunch of Tribesmen with bullet-sponge rhinos.
Or a bunch of bowmen protected by speedy wargs instead of slow, wimpy spearmen.
Or a massive boomalope attack with spearmen to exploit the holes made in your defenses.
Catapults would be cool.
Maybe in the far future we could get cavalry, with the advantage that weak old guys no longer have to rely on their own movement speed.

Def second this idea. Anything to tone down the tribal zergs to a less ridiculous level.
Bits & bobs: https://www.dropbox.com/sh/buuxpswcu9rzh3o/AABlRN4f2E4UNfDY8a_RoA6Ea?dl=0 All open source so sell it to Adolf for a new pair of sneaks if you like.
"Curious.... How many credit hours does it take tell you can make a comment like that without laughing uncontrollably at yourself?"

Simon_The_Space_Engineer

We really just need more types of enemy's... Maybe arsonists, machine gunners and nests, etc
In the end, we all make the same leather hats.

TMAN80SS

speaking of nests, what if there is a mother spider enemy that doesn't attack but spawns a lot of nests all over the map that again spawn baby spiders that follow the mother around on spawn?

The mother is vulnerable at the start but the longer its left alive the more of a defence is made and on attack all babies become manhunters and attack colonists!

Too-DAMN-Much

i think catapults are a bit low tech for rimworld, aren't they?

what about railguns instead? they can certainly be fired in a way that lobs the projectile quite a bit too, but maybe for balance they'd need to be built as opposed to anything that could be a bit more mobile, oooo actually, what if their firing... umm... not sure the right word, but ability to adjust to new targets was really restricted, so artillery shelling a different spot than was previously being fired upon would need the gun to be torn down and setup again with the correct sighting and aim for the new target. they do definitely need some amount of time IRL before the rails are operational while the air is pumped out of it's sealed chamber after all. (otherwise friction with the air vs projectile destroys the gun)

i still like the inhabiting opposing faction idea, the spider is a neat twist on it too honestly.

TMAN80SS

Finally someone agrees to my ideas hahah. I think this game benefits from all arcs of technology so trebuchets, ballistas, catapults all seem like nice primitive seige weapons

b0rsuk

If only wargs were actually faster than colonists... No animal in the game is fast enough to chase fleeing raiders.