Assassination

Started by HsaS, June 26, 2017, 07:03:20 AM

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HsaS

Much like the red alarm in the bottom right which informs you of raids and sieges, this would come up as one of them.

The message will come up with something like this:

'Pirates from The Red Dogs have come to assassinate Dave, Miner'

The pirates/tribe/whoever will attack and if your poor Dave ends up dead, they'll leave.

Maybe you could even have a world quest saying that you need to assassinate 'x' at this base and if you do the quest you'll be paid.

I don't know I just think that attackers could do more than burning your stuff and the idea of being the assassins yourself could be interesting.

NeonOverIon

Good idea, but I don't know if this would work with the current combat system.

You could have a super-fast super-deadly pawn zoom into the colony, slice the guys neck and zoom back out, but then you might as well just have a sudden stroke on your colonist.
If it was a super-tanky pawn, with enough firepower they would still be pretty easy to bring down, making them more of a 1 man siege engine than an assassin.
Or if it was just a standard group of pirates rushing one guy they would be super easy to cheese.

Idk, maybe we need the combat system redone before we do any cool stuff like this.

Limdood

I agree with neon...sort of.

I like this as a new raid TYPE....simply because i think more diverse raid types could benefit the game, but this idea in particular almost just seems like a "weak, avoidable raid" and also seems to lack any reason or justification...I mean sure, you can obviously assume that dave did something back, but why wouldn't the pirates just fight their way in and kill anyone in their way...your colony is obviously on Dave's SIDE.

Gohihioh

I have other idea. Raiders before attack demand from us something(not every time, there would be chance they either attack base or negotiate). They would demand either high quality goods or that we give away one(or more) of our colonists.

It would be cool if it go further so when we know who wanted to raid us we can go raid their base and our resources or colonists would be there waiting for rescue(there would be time limit on that). It would add cool mechanic where if we are in really bad spot(for example we are wounded after last raid or our colonists are sick) we would give raiders what they want, recover and prepare to assult their base to reclaim what they took.
I really really miss that Rimworld doesn't have many strategic dilemmas. Almost always one solution is better than others. So I really wish more mechanics that involve tough decision making will be implemented.

JT

We already have a stealth mechanic, where people can go to your colony to rob certain items without actually being visible (unless you have a mod that lets you view hostile population on the map and which doesn't accommodate this -- sadly quite a few of them don't).

It doesn't seem too farfetched to make that stealthed pawn simply proceed to the given pawn in question and then attack them at close range, with the pawn only appearing once they've gotten a shot off (unless, of course, they're spotted using the existing mechanics).  It would be frightening to have a firefight suddenly erupt right in the middle of your dining room.

Hit squads would also work just as well, where spotting one means the whole raid is "made" and every hostile attacker appears simultaneously.

Vlad0mi3r

Quote from: Gohihioh on June 26, 2017, 03:10:14 PM
I have other idea. Raiders before attack demand from us something(not every time, there would be chance they either attack base or negotiate). They would demand either high quality goods or that we give away one(or more) of our colonists.

This can happen now with your caravans that are out and about. I had the pirates ask for a Devilstrand Duster and my Legendary Pulse Rifle. Needles to say they found out how effective that rifle is. PEW PEW.
Mods I would recommend:
Mending, Fertile Fields, Smokeleaf Industries and the Giddy Up series.

The Mod you must have:
https://ludeon.com/forums/index.php?topic=40545.msg403503#msg403503

Gohihioh

Quote from: Vlad0mi3r on June 27, 2017, 09:55:54 AM
Quote from: Gohihioh on June 26, 2017, 03:10:14 PM
I have other idea. Raiders before attack demand from us something(not every time, there would be chance they either attack base or negotiate). They would demand either high quality goods or that we give away one(or more) of our colonists.
This can happen now with your caravans that are out and about. I had the pirates ask for a Devilstrand Duster and my Legendary Pulse Rifle. Needles to say they found out how effective that rifle is. PEW PEW.
I know that, but the mechanic doesn't apply to our settlement, only caravan. Which I don't get ;p

doctercorgi

How about when a caravan or travellers show up, one (or some of) the npcs have a chance to be secret pirate agents. Who will try to assassinat your pawn (or just attack you) once inside.

Harold3456

Ways to buff an assasination event:

- You aren't told who the target is until after they (or the assassin) are killed.
- The assassin is always >10 shooting with a sniper rifle, making him/her dangerous to approach.
-The assassin will attack anyone who is drafted (AI will register that as a threat), and avoids anyone who isn't drafted.

Though no matter how you slice it, the assassin event will never really be intense without some kind of fog of war element, because the assassin can always get bum rushed.

Tomoe

or maybe raiders could use the comms console or caravans to ask you for resources, items, pawns,silver or anything of decently high value (including prisoners of their faction). If you dont give them what they want within the timespan (From 3-10 days) you will anger their faction and lose 5 relation and within the upcoming weeks (Min 4 days after not giving them the requested items / pawns) they will plan a bigger than usual raid, or an assassination. You can attack the caravan, but this will anger their faction even more (10) and this will also trigger the assassination event. But if you do give them the requested resources silver items etc, raids will be at bay for a while (max 2 weeks)

Of course these events shouldn't be able to be chained together frequently (oh randy random, don't do this to us), constantly losing pawns to keeping raiders away or assassinations aren't fun, especially because raiders will want the high quality pawns over the low quality pawns (better skills, capable, etc). Maybe pawns should have a negative or positive debuff / buff depending on the relationship of the pawn that's being sent to the pirates. Pawns that are neutral (gray score) should have a smaller debuff than a positive pawn (green). Neutral should be a -5, Positive should be a -10 (Friend got sold debuff), Lovers should be a -15 and Fiancee / Spouse is -20 for a while.