Better NPC Bases

Started by lolitsroger, November 17, 2017, 03:33:38 PM

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lolitsroger

This thread has been created before but no one replied to it. So i am going to make an attemp to get someone to try to embed it into the game.

I will go to raid a random NPC base and when I show up they are sleeping on designated sleeping spots in crappy small wooden houses that they share. They will also have about 10+ people and seem to be in no hurry to actually progress.

What i am suggesting is make the randomly gernerated NPC bases better as the game goes along. Maybe not some awesome high tech place that covers most of the map and causes your jaw to drop just from the very sight; but maybe something with steel walls and a couple turrets to make raiding worth it, more challanging and fun. Also maybe they can have a stock pile of stuff that we can pick and choose from, along with the stuff dropped from people.

When the player gets good enough to have power armor and awesome stuff; I also think that the NPC bases should have some of that stuff too. Maybe if the person plays long enough and gets a base that covers the whole map then other NPC bases will be like that too. It would add more balance to the game play instead of raiding laughable bases when you have power armor and a fair amount of people.

Maybe you could also add NPC bases that vary from difficulty depending on how long they "have been on" and you, just start out, could be choosing a place to start and they could have a huge base. So you would want to build far from them so they have a greater chance to raid someone else rather than you.

Please tell me what you think and if you would actually add it to the game or if someone will/should make a mod instead

Crow_T

I just watched Rhadamant's Vat Grown Massacre series and the weakness of the NPC bases was pretty obvious, spoilers https://youtu.be/l6t57vqdcmQ?t=967

I suppose balancing them so that doing caravan raids are actually possible yet challenging is the obstacle- although it would be cool to have different levels of difficulty, while at the same time being able to get intel from visitors that may or may not be trustworthy :)
(regarding dead man's apparel)
"I think, at the very least, the buff should go away for jackets so long as you're wearing the former owner's skin as a shirt."
-Condaddy20

Sbilko

Please, no to making it more challenging. It's already hard to raid outlander or pirate bases, if they have a mortar.

getfreur

#3
I think the actual NPC base system and Factions are too much easy and boring, would be great if the factions interact with each other like take bases or make peace things like that.
Something that should be added is Base tiers, like a pirate faction have 3 types of bases: Outpost, City and Citadel.



Outpost: A small base (like the actual bases) with few defenses and with the objective to spot targets for future raids, improvised building like metal and wood, simple food and even some potato fields to increase the lack of supplies coming from other settlements, 5-13 members are to maintain and defend such position.



City:A large Base that have walls of steel making a perimeter with turrets and few mortars, it's objective is too supply outposts and organize raids against targets spotted by the outposts, internal buildings are organized with a decent level of furniture and joy utilities, can have prisoners that would be sell as slaves that can be rescued (would join your colony or rejoin their faction those increasing your favor with such a faction), have great fields of many types of food and even some herds for meat or transport, 10-22 members are to maintain and defend such position, if under attack any outposts or other cities from the same or ally faction that are close (7 hexagon in any direction).



Citadel:A fortress that have plasteel walls or is deep underground with many turret and mortars as defenses, it's the "capital" of the faction and house the leader, the best members, weaponry and spoils from raids. Can have prisoners that are used as slaves that can fight in defense of their masters, have many rooms with food that come from cities and hydroponics locations inside the base, don't have any animal that is not for combat and have excellent buildings and furniture, 19-30 members are to maintain and defend such position, if under attack any outposts or other cities from the same or ally faction that are close (7 hexagon in any direction), 15% to have a mass destruction weapon, if this base is destroyed or taken the faction is destroyed and the surviving settlements become new factions or are captured by enemies of this faction.

ChillinVillian13

Quote from: getfreur on November 18, 2017, 01:54:15 PM
I think the actual NPC base system and Factions are too much easy and boring, would be great if the factions interact with each other like take bases or make peace things like that.
Something that should be added is Base tiers, like a pirate faction have 3 types of bases: Outpost, City and Citadel.

Outpost: A small base (like the actual bases) with few defenses and with the objective to spot targets for future raids, improvised building like metal and wood, simple food and even some potato fields to increase the lack of supplies coming from other settlements, 5-13 members are to maintain and defend such position.



City:A large Base that have walls of steel making a perimeter with turrets and few mortars, it's objective is too supply outposts and organize raids against targets spotted by the outposts, internal buildings are organized with a decent level of furniture and joy utilities, can have prisoners that would be sell as slaves that can be rescued (would join your colony or rejoin their faction those increasing your favor with such a faction), have great fields of many types of food and even some herds for meat or transport, 10-22 members are to maintain and defend such position, if under attack any outposts or other cities from the same or ally faction that are close (7 hexagon in any direction).



Citadel:A fortress that have plasteel walls or is deep underground with many turret and mortars as defenses, it's the "capital" of the faction and house the leader, the best members, weaponry and spoils from raids. Can have prisoners that are used as slaves that can fight in defense of their masters, have many rooms with food that come from cities and hydroponics locations inside the base, don't have any animal that is not for combat and have excellent buildings and furniture, 19-30 members are to maintain and defend such position, if under attack any outposts or other cities from the same or ally faction that are close (7 hexagon in any direction), 15% to have a mass destruction weapon, if this base is destroyed or taken the faction is destroyed and the surviving settlements become new factions or are captured by enemies of this faction.
Great idea, also maybe if a friendly faction is destroyed, there could be a series of quests that you ccan help reestablish that faction

Third_Of_Five

Quote from: getfreur on November 18, 2017, 01:54:15 PM
I think the actual NPC base system and Factions are too much easy and boring, would be great if the factions interact with each other like take bases or make peace things like that.
Something that should be added is Base tiers, like a pirate faction have 3 types of bases: Outpost, City and Citadel.



Outpost: A small base (like the actual bases) with few defenses and with the objective to spot targets for future raids, improvised building like metal and wood, simple food and even some potato fields to increase the lack of supplies coming from other settlements, 5-13 members are to maintain and defend such position.



City:A large Base that have walls of steel making a perimeter with turrets and few mortars, it's objective is too supply outposts and organize raids against targets spotted by the outposts, internal buildings are organized with a decent level of furniture and joy utilities, can have prisoners that would be sell as slaves that can be rescued (would join your colony or rejoin their faction those increasing your favor with such a faction), have great fields of many types of food and even some herds for meat or transport, 10-22 members are to maintain and defend such position, if under attack any outposts or other cities from the same or ally faction that are close (7 hexagon in any direction).



Citadel:A fortress that have plasteel walls or is deep underground with many turret and mortars as defenses, it's the "capital" of the faction and house the leader, the best members, weaponry and spoils from raids. Can have prisoners that are used as slaves that can fight in defense of their masters, have many rooms with food that come from cities and hydroponics locations inside the base, don't have any animal that is not for combat and have excellent buildings and furniture, 19-30 members are to maintain and defend such position, if under attack any outposts or other cities from the same or ally faction that are close (7 hexagon in any direction), 15% to have a mass destruction weapon, if this base is destroyed or taken the faction is destroyed and the surviving settlements become new factions or are captured by enemies of this faction.

^^THIS

All towns of any given faction seem to have the same level of tech, defense, and supplies, regardless of location and without any variation. Adding in town types would be nice. That way, it doesn't make raiding extremely hard, but still gives you the option to raid more difficult bases if you choose to.

Although one suggestion; maybe instead of calling the lowest tier 'outpost' you could just call it 'Settlement' or 'Village' or something.

Also perhaps there could be different types of towns depending on what kind of faction it is? Like for outlanders, the above mentioned system would make sense, but for tribes maybe the different tiers should be called 'Campsite', 'Village', and 'Ancient city' or something.

Anyway it's a +1 from me if you add in the above mentioned system.

getfreur

About friendly factions the Marjory interaction can happen by radio with new options like:


Organize a raid: Plan with the faction a raid against an enemy faction, they can besiege, attack after a while or attack when entering the map, the ally unit will wait on the location for 5 day to begin attack together with the colonists(player) and if those don't appear the attack will not happen.(for calling such a thing will be needed 100 of affection with the faction and losing 25 more 500 silver when called)



Make a refuge camp: If the faction is destroyed and have good relations with the colonists (player), they can request to settle for a period of time in the player map, they will build using materials that they have brought so making small huts with beds, food sources and defenses outside the player home area, but will use resources like animals, food and raw materials that was not hunted or collected to increase the camp and self-sustain, they will help in the defense against raiders and after some time an event will happen where a settlement was established by the faction, they will dismantle their buildings, collect resources in their area and get out the map.



Make a feast:Colonists (player) can call a faction to make an inter-cultural party that will happen on the colony to increase relations, the faction that will be called need to be neutral and if attacked during the party a raid will happen, 20% of chance that the faction leader can be on this event.



In the case of the other factions the names would be not the same, I named outposts because it's a pirate faction but let's say it's a tribal faction they would have warrior camps that have the same use as outposts but are more primitive and have more numbers, Village same use as city but the wall will be made of wood with many traps around the perimeter and some building will be made of stone material and the Ancient City were is a city ruin with a tribal touch, same use as the citadel.



The Outlander faction I don't know how should be, because then not only can be of the same technology level as the colonists as they can be superior or inferior too.