Factions Raiding eachother

Started by ChillinVillian13, June 01, 2017, 02:26:48 PM

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ChillinVillian13

It seems weird that all factions are hostile towards pirate bands but none of them ever seem to attack their bases or get raided. Factions should now have a chance to ask you for help via comms console if they are being raided and if you help them your reputation with them will increase but if no it COULD decrease depending if you are really close to them or not. Also request for a raiding against a pirate band camp would be cool and you could see on the world all of your allies movements.

Cacaudomal

Yeah, I feel that diplomacy is something that rimworld would benefit from, but that would make means of interacting with other factions very much needed. Well,  I think it  already is needed but whatever.

Thirite

I strongly assume NPC caravans will be a thing in some future Alpha. From a programming standpoint it would be trivial to have npc "units" moving around the world map, attacking or trading, etc. Much like how settling on a new tile works, the 'contents' of each NPC caravan could simply be generated when the player interacts with them- rather than having a huge amount of data for every little caravan roving about the world.

Limdood

Quote from: Thirite on June 02, 2017, 10:27:59 PM
I strongly assume NPC caravans will be a thing in some future Alpha. From a programming standpoint it would be trivial to have npc "units" moving around the world map, attacking or trading, etc. Much like how settling on a new tile works, the 'contents' of each NPC caravan could simply be generated when the player interacts with them- rather than having a huge amount of data for every little caravan roving about the world.

I'm not sure.  Even having the caravans as nebulous moving dots would require coding and resources to track all of them moving all the time (remember, the world map isn't even generated in a normal loaded savegame until you interact with it.  The caravan contents might not need to be tracked, but the game has to constantly calculate caravan locations and movement speeds, at ALL times, to know where they are...at least after the first time you EVER open the world map, even through different loads of an ongoing game, as previous caravans still need tracking).

Further, though very very minor, you'd have to track contents of any caravan you actually interacted with, which MIGHT require calculating needs, mood, and food for several pawns (though that COULD easily be ignored).

Lastly, the current abstract system of random events of caravan meetings or pirate ambushes works, and seeing neutral caravans would require that the player be able to see hostile forces that might raid them, allowing much easier avoidance.  If you can't see hostile forces that would ambush you, then you're right back at square one with "the AI can do things I can't with the caravan system; I should be able to do those things as well."  This is still not as big a concern as my first point, though it does constitute a game-design continuity break of being able to see some roving world units, but not others.



To the OP, the new radiant quest system often has the neutral/friendly factions calling for help in disposing of enemy camps that have been giving that neutral/friendly faction a hard time.  When this happens, an enemy camp APPEARS on the map.  This implies that there ARE in fact more bases out there than the player knows about, and that the factions do fight amongst each other, just "off screen" (pun intended).  The item caches are similar...you have a set amount of time to go there and deal with the threat or "someone" will get there first...that someone could very well be a different enemy of the item cache defenders.

SKD_Dudu

Well, the world map was implemented in A16 ... 5 months ago (considering this post) and now in A17 ... the world, base generations and world events received important and newer improvements.
I understand the abstract system of event and world generation, but ... damm .... in less than 7-5 Alphas ago the game wasn't half of the thing which we actually expected to be (using the same abstract thing to compare), the improvements was way much bigger than we actually expected.

I can totally see this in a future, either by a mod or by a update .... the modders can use custom codes to make more complex things and bigger mods work and in the other side Tynan and it's team is upgrading the internal codes to add new things around ... so why not.
Dimitri Rascalov: "You know, if there is one thing that I have learned, it is that we must obey the rules of the game. We can pick the game, Niko Bellic. But we cannot change the rules."

BetaSpectre

From the start people have always wanted caravans, multiple colonies, and pilotable space ships.

Some dynamic system where raids actually function as tiles on the world map would be interesting. Raiding and defending one another. Or rather events which simulate such.
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ProjectXa3

Hypothetically, the system wouldn't even need to actively move and track even the "nebulous dots". It could just roll a die every few days/weeks/seasons and if that hits a certain value, then WOOP, turns out an allied faction just got hit by a raid! Or DOOP, those bandits just got hit with a counterattack by your allies!
"I set fire to my sheet of sailcloth and drape it over the skeletons."
"Okay I'm...I'm going to need you to roll for a personality check for that one."