I THINK I have a solid combat RNG idea.

Started by daduhweewah, December 17, 2016, 11:53:42 AM

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daduhweewah



A suggestion for combat, would be to have a multiplier for multiple pawns firing upon a single target. One of my pawns firing at one enemy pawn, the current RNG is fine. But when you have multiple pawns firing at an enemy target you get a multiplier to the success chance. This would be easy to implement I would assume and make things more realistic. Then to keep people from abusing it, have a max number of multipliers (maybe up to 5 or 6 pawns) that way you cant just control 20 pawns and have all of them target one enemy pawn, since if the multiplier went that far it would be way too easy to clear out a big raid.

Like 1.2x the normal % for 2 pawns firing on a target, 1.4 for 3, 1.6 for 4, 1.8 for 5 and 2 for 6+. I think this would have a good impact on the combat.

Also,  additional to that or instead of that, pawns firing from behind sandbags should get a boost to their chances to hit enemy pawn, which would make defending bases better, but also would make sieges far more deadly if you cant get to them before they build sandbags (they build sandbags so quickly that sieges would instantly become more difficult)


The current system for combat and especially hunting truly needs worked on imo.... Hunters shouldn't miss much, it is annoying watching hunters spend half a day firing at something, never hit it and go home cause they have run out of time before bed or something else they need to do. Hunters do not miss often IRL. As for combat, I know that one is tougher to mess with/get perfect, but it is still annoying watching 10 pawns miss 5-6 consecutive shots each, so missing 50 shots from 15 down to 8 tiles away as enemy pawn approaches with his granite club, then manages to actually get to my sandbags and land a single blow to one of my pawns, when 10 pawns (exact number in this scenario) fire.

The AI for the enemy should be different for each difficulty level (not each, but maybe 3 different grades of AI for the 5 difficulty levels, easy and basebuilder have one, medium and hard have another, and intense or whatever the top one is has another.  The difficulty levels are kinda rubbish, they just send more numbers, and change the attack type to "tunnel and sapper" and give slightly better weapons. It kind of sucks to play on high difficulty, not because of the difficulty but because of the way things get tougher. Also, the tunneling and sapper attacks ALWAYS ATTACK THE SAME EXACT SPOT OF BASES, so on my hardest level games, once you get hit once you know where to load up your defenses since 75% of attacks will be of that style.

Better AI could probably be easy to do? (I'm so far from knowledgeable on programming its not funny so I could be way wrong) If you had it to where enemy pawns when they approach bases, could slow down or stop movement when they are at the edge of the players pawns attacking range, allow them to bunch up a bit that way they don't run 1 at a time into a slaughter (this isn't a huge problem on the harder levels since there are so many of them that they don't usually get picked off 1 at a time due to coming in one at a time) I feel like that would probably be pretty easy to implement though and I think just that adjustment would make a ton of difference in the way people would see the AI, its kind of a bummer compared to the rest of the game, the game is so great that the AI drags the experience down when you are defending vs raids. 

All pawns should stay closer together in general when raiding you, they come in sometimes lets say a group of 8 pirates, 1 goes to attack a coduit another goes to attack your geothermal thing another is attacking a wall another is attacking an isolated building that you may not even use hardly anymore, and then the other 4 are going towards the base to raid. The 4 people going after isolated objects can sometimes be spread across the whole map, which is just bad. When enemy pawns target objects they should all be targeting objects within 25-30 tiles of each other.

Just making the enemy raids stay in a tighter formation would make them feel better. The mechanoid raids are fine to spread out IMO, they are strong, have a lot more range etc - ( you should allow for turning mechanoid raids off in the scenario editor though- I have wanted to play a game or two without the mechanoids but there is currently no way to do so, you can turn off the poison and psychic ship but not the mechanoids in general)

All I have, thanks for reading.