Do fleeing enemies make late game threats way to easy?

Started by AShinyPotato, March 11, 2017, 06:44:08 AM

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AShinyPotato

Hi there,
As the title says,i would like to discuss about Raiders fleeing mid combat.

I mean it does make sense that a living being wants to run away,if it sees other People get mowed down by Bullets and Grenades.
But,atleast for me,it makes the really really late game Raids way to easy.Manhunting Rabbits are a bigger threat then a big Pirate Raid,with Power Armor and Rockets. Why you may ask? Because the Rabbits are relentless. The do not care if they run straight into Miniguns,Charge Rifels Turrets and Traps. The just want to kill your Pawns.
Same goes to Mechanoids. For me they are the biggest Threat that currently exists in Rimworld. Every fight is a struggle,because they never stop until they or my Colony is destroyed.
As a prime example,Tribal Raid. Huge amounts of Enemies from a Tribal Colony. They outnumber me 10:1.
Sometimes even 15:1,depends on who is able to currently defend.

They are also a bigger Threat then thoose Pirates with their shiny Power Armor,simply because they outnumber me. But even then,a few Mortarshells here and there is enough to cripple some and kill a few. But then they reach my first defense Line,the often get very close to my Sandbags and Turrets,but they always just run away halfway into Combat.Allowing me to just shoot them all,if i wish to,since the just run.

This is not really a big Issue,i could just start a new Colony...but

But what about a new kind of Raid? We have the normal Raid,Sappers and Sieges. What about one with Raiders that have fallen into a kind of Berserk? That simply dont stop and run away when Comrades die in Combat? They just keep going until they are dead,or well downed.

That could make things a bit more interesting and intense.
What do you think about the Enemies fleeing when they are even touching one of your Pawns?

I know,i could have posted this in the "Suggestion" Area,but i don´t have a proper way of how thoose Raids should look like.
Let me hear what you got,throw everything in here.

Tekuki

idk enemy flee once more then half their team is down

Brutetal

Good idea :)
I especially find this "berserk raid" concept quite cool. Adds a special flavour to a raid I think.
Otherwise tribal raids will get significantly heavier. I'm not THAT experienced with RW, just got it 4 months ago, but I was always kind of relieved when a 30+ tribal raid went fleeing after I killed a good part of them.
I can imagine that the fleeing is a way of balancing out these "hoard raids" that happen late-game? Atleast I think.

But an epic raid of 20 raiders which are gone all nuts and try to kill everything that moves, heck why not ^^

AShinyPotato

Quote from: Brutetal on March 11, 2017, 07:43:00 AM
I'm not THAT experienced with RW, just got it 4 months ago, but I was always kind of relieved when a 30+ tribal raid went fleeing after I killed a good part of them.
I can imagine that the fleeing is a way of balancing out these "hoard raids" that happen late-game? Atleast I think.
Yeah i can understand that. Around the "mid game" thoose Raids are quite dangerous since you dont have the Firepower to defend your base,thats where the "Fleeing" Aspect is quite Important...didn´t think about that...
But you could approach thoose "bloodrushed" Raiders like the Sappers. Fewer in Numbers but a different Tactic.

Can only imagine the Warning Message.

"They seem to be in some kind of a Bloodrush" or something similar...damn should have posted this in the "Suggestions"



PiggyBacon

Really all this game needs is an option in the scenario editor to disable fleeing. Its nice early game but late game when you have little to do trying to fight 50+ raiders or 100+ tribals to the last man would make for excitement.

Hans Lemurson

What's the difference a 20 person raid that flees after 10 people are downed, and a 10-person raid that fights until 10 people are downed?
Mental break: playing RimWorld
Hans Lemurson is hiding in his room playing computer games.
Final straw was: Overdue projects.

Wishmaster

That manhunting packs are "more dangerous" than raids makes sense.

On one hand, is it almost difficult to fight them.
On another hand, you can avoid fight by staying inside, what you can't do with raids.

However it is sometime ridiculously inappropriate that raiders flee:
They will start fleeing when they've lost (downed) a certain number of them instead of being too low in the balance of power between them and the colony.

For example let's say you've got raided and that it remains only one of your colonist, injured.
The raiders completely outnumbers you, breaking and setting buildings on fire.

But before your colonists got downed or killed, you've already downed a certain number of raiders, and your last functional pawn successfully kills one of the raiders so they flee !! Ridiculous.

I got my colony saved a couple times in such a situation.

AShinyPotato

Quote from: Hans Lemurson on March 11, 2017, 03:47:09 PM
What's the difference a 20 person raid that flees after 10 people are downed, and a 10-person raid that fights until 10 people are downed?

I don´t think you get the point of why im trying to discuss this.

Its about adjusting the difficulty and fun of very late game Bases.
The amount of Raiders is quite higher,clearly always outnumbering you aleast 2:1
So a 40 man Raid with "bloodrushed" Raiders would be a rather difficult Task,since you can´t scare them off.
That would lead to more then just positioning your pawns at a Line of Defense,since that would lead to Injuries and Deaths.

Imagine them dropping right inside of your base. Have fun with that. You may be able to fend them off. But its not gonna be that easy





Or change the whole "fleeing" mechanic,so that they dont try to run when they are in the middle of a big fight. Maybe rather when they get crippled on their way to the base. May it be from Mortars or single Pawns abusing range and speed to take out one by one.

Currently the only threat that comes from Raiders is one wielding a rocket launcher,but even then,focus fire and its dealt with.

Elixiar

A rabies type raid would be cool.

Basically sort of a manhunter pack but with people that have contracted some space virus. If bitten your own colonists also become rabid unless treated really fast or amputation is the only answer - or execution.

Give them melee weapons though.
"We didn't crash here by accident... something brought us down". - Anon Rimworld Colonist

OFWG

Quote from: AShinyPotato on March 11, 2017, 05:13:29 PM
Quote from: Hans Lemurson on March 11, 2017, 03:47:09 PM
What's the difference a 20 person raid that flees after 10 people are downed, and a 10-person raid that fights until 10 people are downed?

I don´t think you get the point of why im trying to discuss this.

He's pointed out a flaw in the logic that you don't seem to have addressed... "discuss" doesn't mean repeating yourself until people agree.

I'd add another one - if the raids never break and run you'd never have to worry about them taking prisoners, which is a pretty significant threat at most stages of the game.
Quote from: sadpickle on August 01, 2018, 05:03:35 PM
I like how they saw the naked guy with no food and said, "what he needs is an SMG."

Hans Lemurson

If anything, I think raids should be larger, but more prone to withdrawing if they think they are losing.  More potential to do damage, and "Hit and run" tactics could be more problematic for a colony than "Lemming Swarms".
Mental break: playing RimWorld
Hans Lemurson is hiding in his room playing computer games.
Final straw was: Overdue projects.

daman2501

What about that instead of a full "Berserk" Raid; some raiders while in combat turn into Berserk?
YOU`RE DA-MAN!!!

Wanderer_joins

Maybe it could vary with each raid, some fleeing at 50% some at 90%, some taking the first colonist down and leaving.

Hans Lemurson

If retreating raiders could take their dropped guns with them, the game would be a lot harder early-game.  As it is, raiders are wandering equipment suppliers that happen to require a bit of convincing to give you their wares.

My early guns, armor vests and nearly all my personal shields are raider-supplied.
Mental break: playing RimWorld
Hans Lemurson is hiding in his room playing computer games.
Final straw was: Overdue projects.

Wishmaster

Quote from: Hans Lemurson on March 12, 2017, 08:36:56 AM
If retreating raiders could take their dropped guns with them, the game would be a lot harder early-game.  As it is, raiders are wandering equipment suppliers that happen to require a bit of convincing to give you their wares.

My early guns, armor vests and nearly all my personal shields are raider-supplied.

"My early guns, armor vests and nearly all my personal shields are raider-supplied.".
Same here.

I totally agree with this. I craft vest and weapons late game and rarely mid game.

They could try to rescue their mates aswell.