Nerft Raids and Raiding onthers

Started by zerolightning, August 05, 2014, 03:47:28 PM

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Do you like those ideeas?

I like the Nerft Raids Idea
2 (66.7%)
I like the Raiding Idea
1 (33.3%)
I do not like any of those ideas
1 (33.3%)

Total Members Voted: 3

zerolightning

When Raiders atack they have like 40 people..THATS A BIG NUMBER!  If they were to come whit 20 that will be better...Atleast the town raiders whit guns.The tirebal people can come whit 40 people.6 colonists whit guns inther the pistols and whit cover can destrow them.

When you see sombody raiding your base that makes you want to raid them back.So if you are 1 block near the map's end(not the building border) you can choose a enemy or even a allie.You will have to kill 2/3 of their people(or you can leave at any time) and there are gona be like 5-20 people there.You can raid friends bases by puting a save of their world in a folder called "Bases".The code is gona check in the folder and gona chose one of the bases in hte folder.

Sorry for my bad English

ApexPredator

I agree with you that raider groups are way over-sized but not at 40. When you get a 150-300 person group that is a little out of control.

bobucles

A group of 40? Daww, how adorable.

Things get bad when raids start packing a hundred (or hundredS) of enemies. The game performance just plummets, presumably because enemy pawns use all of the same CPU munching behaviors as your own. Chances are they'll need to use a simpler AI scheme (like pathing in groups), or perhaps operate every 2-5 ticks, or not show their name tags, or something like that.

Raids could also use stronger enemy units with higher "point value".  There are many standard unit archetypes to work with, such as troop transports(not spawning pawns until close), melee siege, tanky assault, medium range artillery(sniping range with explosives), mobile heavy guns, and fast raidy types. A smaller amount of tougher enemies will generate less lag, as well as leaving fewer bodies to clean up afterward.