Prevent lightning from popping cryo caskets until ballanced.

Started by NolanSyKinsley, October 14, 2016, 03:26:24 AM

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NolanSyKinsley

Just had a rather dismaying experience, playing on chillaxed storyteller. Day 20 hits, lightning storm rolls through. I am running about worrying about fire while several of my guys are mining. I get an "area exposed" notice but think nothing of it as my guys are digging at my base, it happens randomly so often I just dismiss it.

Boy was I wrong. The lightning had popped a cryo casket in an ancient danger, and FOUR hostile humans came out with assault rifles... on day 20... chillaxed.... Even if I had the full warning there was no hope for my colony. They appeared on my screen without notice, and with only a pistol and survival rifle to defend myself my colony did not stand a chance.

This was just horrible, no way to stop it, no way to prevent it, no way to defend from it.

O Negative

If it were me, I would've summoned Zeus' powers to protect me from the horrors they unleashed (dev mode: lightning strike) ;)

skullywag

Hmm maybe lower difficulties should only pick the "good" shrines and not the ones with super soldiers/mechs/insects in....
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

NolanSyKinsley

Quote from: skullywag on October 14, 2016, 06:30:45 AM
Hmm maybe lower difficulties should only pick the "good" shrines and not the ones with super soldiers/mechs/insects in....

Nah, I am fine with there being difficult ancient dangers, but if it is not the player's action that opens them then there should be a check in place to make sure the release will be balanced like a raid is. The event I experienced is probably one in a million. The chances of A. Having such a bad ancient danger, B. The roof being open above a casket and C. Lightning directly hitting a casket, result in a very very small chance of this happening on any given playthrough.

If it were mechs it would also have been different, mechs will just hang out and do nothing at all. These guys were intent on attacking my base as soon as they woke up, before even seeing anyone they headed right for my base to attack. Maybe if there is nobody near the caskets as they pop they are still "hostile" but head for map edge instead of somehow knowing exactly where my base is and attacking.

Moth

I dont know this feels like the odds are slim to none. and though unfortunate it doesn't seem worth changing for now when other things could be developed.
"So weird looking, like a twisted hulk of man and machine both scary and... well scary i mean it would look like a crab with limbs on limbs."

Yay i have a mod now ''https://ludeon.com/forums/index.php?topic=20513.0''; It adds mercs

NolanSyKinsley

Quote from: MarcTheMerc on October 14, 2016, 01:10:31 PM
I dont know this feels like the odds are slim to none. and though unfortunate it doesn't seem worth changing for now when other things could be developed.

Any time there is something that can just annihilate a colony with no possible chance for the player to prevent or stop it then it should be reigned in. I know it is a slim chance, but it is still EXTREMELY dismaying to players when it happens. I came back from a break from the game, and my first colony gets wiped it with no chance of survival. It literally makes me want to just not play the game if there are chances like this to happen. I am all for difficult gameplay, I play on permadeath to live with the choices I make, but to be wiped out like this is a horrible experience.

There shouldn't be 100% colony death chance events, period, no matter how slim the chance. This was an event that no matter what story teller, no matter what difficulty, there was zero chance for my colony to survive. The colony should die because the player did not prepare properly, could not handle a properly balanced event for the colony, or they took on a map that was out of their skill range and they succumb to environmental pressures.

A simple option that would not take much development time at all is to simply not allow lightning to strike in unexplored areas of the map, or to not strike within a certain range of map placed, and undiscovered, cryopods. Once the player decides to open an ancient danger it is fair game, but before that they should not be forced on the player.

O Negative

Sorry, friend, but there's one serious flaw with your argument. You can't say there was no chance of defending yourself, because you admitted:
Quote from: NolanSyKinsley on October 14, 2016, 03:26:24 AM
I get an "area exposed" notice but think nothing of it as my guys are digging at my base, it happens randomly so often I just dismiss it.

You can't soundly claim that there was a 100% chance of complete colony death when you didn't utilize all of the time the game tried to give you to prepare. You made a poor decision to dismiss the notification, which led to you being unprepared for the danger the game actually tried to warn you about. Sorry, but that's not the game's fault :P

Moth

Quote from: NolanSyKinsley on October 14, 2016, 01:42:03 PM
Quote from: MarcTheMerc on October 14, 2016, 01:10:31 PM
I dont know this feels like the odds are slim to none. and though unfortunate it doesn't seem worth changing for now when other things could be developed.

Any time there is something that can just annihilate a colony with no possible chance for the player to prevent or stop it then it should be reigned in. I know it is a slim chance, but it is still EXTREMELY dismaying to players when it happens. I came back from a break from the game, and my first colony gets wiped it with no chance of survival. It literally makes me want to just not play the game if there are chances like this to happen. I am all for difficult gameplay, I play on permadeath to live with the choices I make, but to be wiped out like this is a horrible experience.

There shouldn't be 100% colony death chance events, period, no matter how slim the chance. This was an event that no matter what story teller, no matter what difficulty, there was zero chance for my colony to survive. The colony should die because the player did not prepare properly, could not handle a properly balanced event for the colony, or they took on a map that was out of their skill range and they succumb to environmental pressures.

A simple option that would not take much development time at all is to simply not allow lightning to strike in unexplored areas of the map, or to not strike within a certain range of map placed, and undiscovered, cryopods. Once the player decides to open an ancient danger it is fair game, but before that they should not be forced on the player.

Thats a resonable sounding enough request but to set it up to do that would require alot of coding which for an alpha game like Rimworld could be dedicated to something more worth while then mitigating a astronomically slim series of events which lead to your colony's downfall but really its up to Tynan and Ison.
"So weird looking, like a twisted hulk of man and machine both scary and... well scary i mean it would look like a crab with limbs on limbs."

Yay i have a mod now ''https://ludeon.com/forums/index.php?topic=20513.0''; It adds mercs