Sappers and Saboteurs

Started by O Negative, June 16, 2017, 01:56:24 AM

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O Negative

I love the AI behind sappers infiltrating my base in a "smart" way, and would personally like to see one or two more "specialist" raiders. It would be especially interesting to see them work together in the same raid event. However, I understand that the sapper AI was a pretty significant feature that took a decent amount of time and effort to get right. I'd be more than understanding if this idea didn't get implemented :)


Saboteurs
A pawn with the sole purpose of sabotaging a colony's defensive capabilities would be an incredibly interesting mechanic, in my opinion.
Plus, it can be accomplished in any number of ways. Here's a few options:
1) Pawn prioritizes destroying power conduits (preferably connected to power)
2) Pawn causes a Zzzt! event at a power conduit they target (preferably connected to power)
3) Pawn causes appropriate buildings to break down (similar to lighting fire to a building, but smarter)
4) Pawn prioritizes lobbing grenades at buildings that produce power (probably the simplest one of them all)

*A great way to combat the use of turret-based kill-boxes is to give the raiders the ability to disable the turrets, even temporarily.
*This doesn't take away from players who rely on kill-boxes and are able to quickly react to a potential problem. This is a strategy game, no?
*Watching raiders damage important structures is much more immersive and interesting than watching raiders punch my granite perimeter wall until they pass out from exhaustion

Tomoe

I agree, kill boxes are pretty much impenetrable if you make one right. Adding this feature would make the game more challenging and would require a different kind of approach to base defense, rather than just a kill box with 20 plasteel turrets and sandbags at every corner. Increasing the survival / strategy of the game is never a bad idea