turret raid spawn increase?

Started by keylocke, April 11, 2014, 08:22:24 PM

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Tynan

Quote from: bluntfeather on April 13, 2014, 11:15:46 PM
But with raider artillery wouldn't you at some point (likely later than the raiders) have your own, likely more effectively placed form of artillery?

This is kind of leading away from the subject, but I'd like the game at some point to shift focus a bit from base defense to colonist offense (destroying other bases). Leading to more interesting strategies, like who to leave behind to guard the base, etc.

Turrets are maybe just getting this attention because there isn't much more to the game right now.

My hope is that the colony is inherently disadvantaged in an artillery battle. A colony is a large target, easy to hit even if all the arty is very inaccurate. A group of raiders is a much smaller target. So where 60% of raider shots might hit something, perhaps 15% of colonist shots would.

As for attacking bases, I agree it'd be awesome, but the code for creating bases to be attacked would not be simple. I'm also wary of it because it takes the focus off the colony and reduces the internal interconnectedness of the game systems. IME this dilutes experiences. But that's just a heuristic.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

bluntfeather

... maybe as a dlc?  :D

I just threw out a Want related to raider/colonist relations as an example of something that would shift focus. I'm not very familiar with games that do things with traits and the like but building on that could be another example. Really interested in seeing where that goes as well. Basically my argument is moar stuff, less focus on small things like turrets.

Gideon

Artillery. Brutal. I like it. We already have something similar when Raiders show up with M-24s, which greatly out-range turrets. Include the ability for indirect fire which goes over walls, and you are very close.

Would need some other things like detection of and reaction to roof hits. Scatter if artillery shots have an AoE effect. I see where you are going with this, which is to make colony defense ultimately rely on players controlling and risking the colonists. Turrets being intended as a backup to that defense.

We could use some more defensive structures. Bunkers, guard towers, that sort of thing. Structures that aid defense, but have to be manned by colonists, thus involving more risk to the player's assets. Lots of options to explore on the defensive tactics side yet.

I have noted that the raider drops directly on a base are pretty effective. Especially if some of them drop with grenades. Its forced me to rethink how my colonies are designed. I have to include internal security features, fallback points, etc. Kudos on making me have to change my defensive strategy, I like the breath of fresh air it has brought.

Col_Jessep

I'm not a big fan of going out of my base to attack raiders. They already have larger numbers, better weapons and usually higher fighting skills. Outside your base you have no advantage when it comes to cover. Of course you can build forward defensive positions but if you get a raider spawn that attacks immediately that cover might very well work against you. If the raiders get there first they can dig in and use artillery... 0_o

I would prefer if your colonists had to man turrets. That allows you to go wild and build several layers of defense with dozens of turrets but still limits the number of active turrets.

Planetary Annihilation Imminent

ShadowTani

I'm personally okay with turrets increasing raider threat a bit... Though the suggestion for the alternative to make them require ammunition would work too in my opinion as we don't really got that many things to trade for... Turrets should be for backup and support anyway, not primary defense, which should make any ammunition reloads affordable enough.

Either way, looking forward to the artillery system. I am already often meeting the raiders on the way as it is - then slowly pull back to various defense positions. Much more fun and exciting gameplay in that.

Gideon

I like that idea of having to control turrets with the colonists.

Monkfish

I'm currently playing on Friendly Phoebe as I wanted to fiddle with the new features and build a form over function colony (I'll be posting it here shortly) and I opted to not bother with any turrets at all. I've had... *counts on fingers* probably ~10 raids in 282 days. The raids that turned up have been no worse than a group of 5-6 throwing rocks, with a few being 1-2 with guns.

I'm tempted to drop a turret or two and see what happens. :D
<insert witty signature here>

Towely_ban

I think automated turrets are actually a bad idea. MG's you have to man seem like a better tactical move. Automated turrets should require an IFF tag system so you have to keep that in mind or risk your turrets gunning down a friendly visitor. ie; turn them off when no raid is happening at the least. (and where are these awesome automatic recievers and belts of ammunition coming from? last I checked a 19th century enfield is the height of my technology upon crash)

It seems strange to me albeit it a future scifi game, that automated turrets are just buildable from the start is weird. As it seems to me you land on the planet with a bunch of debris, some incredibly ancient weapons and potato crates to hold you over until you arrange four walls and build from there. Popping on some self operating turrets (maybe require someone to man a security station to direct fire at targets when you do get automatic sentries?) seems rather large of a jump in technology is all.

and if MG's are mostly manual defenses you don't have to factor them too much into the raider counts... they are merely an extension of colony manpower available.

RazorHed

Hi there  First post:)

Is there a way to base the increase in raiders on how quickly the last wave was destroyed?

Definitely Turrets should be controlled by colonists too. More like say those 50 cal bubble pods from the old bomber planes. A way for a colonist to fire bigger badder weapons. OR a control station that can handle say 5 mini turrets or one big turret .

The calculation should still include colony age though .
Maybe something like
max raiders next wave= (total colonists +4 , +1 per mini turret, +4 per big turret, +1 per new wave ) x Last wave quickness mod


StorymasterQ

Quote from: Towely_ban on April 14, 2014, 05:41:57 PM
I think automated turrets are actually a bad idea. MG's you have to man seem like a better tactical move. Automated turrets should require an IFF tag system so you have to keep that in mind or risk your turrets gunning down a friendly visitor. ie; turn them off when no raid is happening at the least. (and where are these awesome automatic recievers and belts of ammunition coming from? last I checked a 19th century enfield is the height of my technology upon crash)

Yes. We don't need no ED-209 in Rimworld.
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. - Myself

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OpposingForces

i have zero turrets in my colony and have been hit with close to 20 raids in less then 100 days. i have around 10 colonists. not sure why i've been getting raided so much on friendly phoebe. does the weapons that colonists have equipped play any roll in calculating raider strength? i have two mini guns, two m24, an uzi, an m16 and a pulse rifle, shot gun, and an lmg. plus one long bow and some pistols. now every raider raid(not tribal) is huge and armed with big guns.
No one can hear you scream in space. But the Raiders get a chuckle from you screaming while a boomrat eats you.

exbeer

i woude like to add that i had some prob with freandly fac. coming wen a raid is on and they get in the line of the crossfire and do not attack there enemy but get to become my enemy sins i have hit them more times so they get red , they just hang out around the bullets and its just a disaster wen all of the facs then become my enemy :P

daft73

Quote from: exbeer on April 16, 2014, 10:03:14 AM
i woude like to add that i had some prob with freandly fac. coming wen a raid is on and they get in the line of the crossfire and do not attack there enemy but get to become my enemy sins i have hit them more times so they get red , they just hang out around the bullets and its just a disaster wen all of the facs then become my enemy ??? ??? ???

Well I like the idea of manned-turrets. Not so 'automatic'..maybe more accurate with ability to change rounds(ie armor piercing, combustible, napalm, ect...)

OnyxShadow

Its interesting. In my only Alpha 3 run so far I had increasingly large raids prior to getting more than 3 colonists, and the raids increased in size without an increase in my turret defenses. So something else is in play than just colonists + turrets = raid size. I wanted to try to keep my colony smaller and see if I really could stick with smaller raids since I've already done the huge colony with mass turrets thing tons of times.

StorymasterQ

Quote from: OnyxShadow on April 16, 2014, 12:09:31 PM
So something else is in play than just colonists + turrets = raid size.

My guess would be +daysSinceCrash, but a better one would be the colony's general wealth, such as amount of silver, raw materials, and manufactured items. A shiny array of 16 solar panels could also draw some sort of attack.
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. - Myself

The dubious quotes list is now public. See it here