More Threats for the Colony

Started by Karakoran, February 15, 2014, 05:27:14 PM

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Karakoran

Raiders are nice and all, but the constant raids from one type of enemy can get very repetitive. It would certainly help a lot if people had more to fear than just the standard, predictable raiding parties.

Tribes - A small clan wandering the Rim World. They arrive with about as many men as a raiding party, but appear without warning and are armed with only basic tools like bows and possible some light arms. They are a sudden threat that forces people to be ready for an attack more. However, if they are ready they can handle it in almost all circumstances.

Planet-Crackers - A certain type of criminal that specializes in using advanced machinery to bore deep into the core of a planet and harvest its vast natural resources. The process destroys the planet's crust, but is very profitable. Unfortunately they've chosen your planet, and your colony is the ideal spot to begin cracking. They move in small teams with advanced technology. They begin by launching a small bombing run on the Colony, enough to disrupt but not destroy it, and then landing a team of 5-6 guys with a wait type slightly longer than a raiding party. They then attack. They are very rare, and the benefit of beating them is access to all-sorts of advanced weaponry and gear and possibly even some technology.

Mad Scientist - A mad scientist and his 2 loyal assistants has set up shop in your area for planetary domination. If he's allowed to set up a laboratory, he will begin pumping out mutant animals and people to attack your base. Ideally, you'd move in to destroy him before he gets to this stage and he's fairly defenseless. If you wait or cannot move however, you'll have to fight mutants and his 2 assistants before killing him. You can gain a lot of tech and resources from his laboratory though if you allow him to get to the mutant production stage.

Slaving Party - The standard slaving party, often suggested on the forums. They would be like raiders only with a focus on capturing (instead of killing) the colonists.

Otherwise there could be things like evil animals, ancient and deadly artifacts in the mountains, and other crazy ideas. However I'm not entirely sure how much Tynam wants to tread into ideas like robots and aliens and mutant animals, so I'll just keep it at this.

DarkMyau

This sounds really great.

To expand on it. I have 2 ideas.

Traitor: One of your colonists randomly joins the raid group. You can also bribe up to 3 raiders to switch sides. They leave after the fight and you can not recruit them. Your traitor can be captured but can not rejoin the colony.

They delved too deep: Idea stolen from Lord of the Rings. As everyone tunnels into the mountain, you can open up secret areas. One of these areas contains a primitive tribe. You can wall them in or create tunnels that lead them outside well past your base, but they will attack you from time to time. As time passes, like your Mad Scientist idea, they get stronger and are harder to fight off. They also attack raiders if they see them. So are useful to that end.

Armorat

Quote from: Karakoran on February 15, 2014, 05:27:14 PM
Tribes - A small clan wandering the Rim World. They arrive with about as many men as a raiding party, but appear without warning and are armed with only basic tools like bows and possible some light arms. They are a sudden threat that forces people to be ready for an attack more. However, if they are ready they can handle it in almost all circumstances.
Have been thinking about something like this...raids without warning would be a great way to keep you on your toes. You'd have to be more careful about sending your colonists off to pick up those piles of metal that just dropped down across the map.

IncognitoMode

The Brotherhood

Even though quite rare, the The Brotherhood are a threat to be wary of. These people are more organised than raiders. When they first land they will not attack, but will begin to build an outpost. Although, at first, they are harmless given time they will  try to capture your men for ransom, recruit raiders and steal your resources.

TimMartland

Quote from: IncognitoMode on February 17, 2014, 08:22:51 AM
The Brotherhood

Even though quite rare, the The Brotherhood are a threat to be wary of. These people are more organised than raiders. When they first land they will not attack, but will begin to build an outpost. Although, at first, they are harmless given time they will  try to capture your men for ransom, recruit raiders and steal your resources.

Plot twist: You ARE the Brotherhood!
But having a rival colony would be awesome.
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