How to bring the colonies out into the open again?

Started by stefanstr, September 27, 2014, 04:49:59 AM

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Alpha393

Lol. How about buffing triple rockets range and giving it a minimum range?

eadras

Good suggestions.  I'd add that psychic shock/insanity lances could use a nerf.  After losing 2 valuable pawns to a triple rocket launcher early in the game, I've bought every psychic lance I can and saved them for pirates with triple rocket launchers... sell the rocket launchers and buy more psychic lances.  Too easy, and the cost of not doing it this way is too high.

Blastoderm

The more Tynan will force me to the open by adding bad things to the mountain\bunker bases and killboxes the more complex bunkers and killboxes I will design.
Nothing can force me to consider fighting 40 manhunter boomalopes or elephants in the open a viable tactic.

SpaceDorf

Quote from: Blastoderm on August 23, 2016, 12:30:29 PM
The more Tynan will force me to the open by adding bad things to the mountain\bunker bases and killboxes the more complex bunkers and killboxes I will design.
Nothing can force me to consider fighting 40 manhunter boomalopes or elephants in the open a viable tactic.

FOR ARMOK !

I deal with the Triple launchers with snipers and shields. As soon as he shoots, I scatter. Since the shooter is useless after that and may even cause some friendly fire.

But you are right, the only thing that nearly breached my defenses once were a pack of 80+ Manhunting Boars.
Also I have to admit, I have Embresures and a DF-Like Castle Structure :)
Not a single Turret in use but 4 Snipers, 2 Trigger Happy LMGS, 5 Plaststeel Longswords and 15 Charge Rifles.

My suggestion would be to give Rocket Launchers more than one shot. Maybe with an insane cooldown but still not instant worthless. And yes I can see the Rocket Salvos coming from my castles. But I would not use them.
They defy Maxim 1.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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Wex

I had 86 manhunter elephants in my last instance.
They walked merrily trough minefields, deadfalls traps, and their losses were minimal; then tey got into a killbox. They died. Only a few stragglers to clean up.
"You are not entitled to your opinion. You are entitled to your informed opinion. No one is entitled to be ignorant."
    Harlan Ellison

SpaceDorf

Well that is awesome.
And you get to tame the survivors :)

That is one instance where it would be better for storage not to butcher :D
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

RoboticManiac

Better AI can deal with kill boxes.

Have the pawn automatically attack walls that are in it's way rather than moving around them. Thereby eliminating their effectiveness.


As for mountan bases, perhaps some kind of attack that make use of the temperature system. Or maybe some kind of specialised siege. Perhaps both.

Say, a mortar that launches some kind of burrowing (To ignore the overhead mountain protection) Incendniary explosive, thereby raising temperature so much the pawns will get heatstroke with ease.

Perhaps a rule that would trigger them would be 'Home territory is made up of X% overhead mountain', so that open air colonies don't get such a weird and penultimately innefctive attack against them.

Pax_Empyrean

Quote from: RoboticManiac on August 23, 2016, 03:48:20 PMBetter AI can deal with kill boxes.

Have the pawn automatically attack walls that are in it's way rather than moving around them. Thereby eliminating their effectiveness.
That's a bit much, I think. The AI only moves around if it's faster to go around. That's reasonable.

Quote from: RoboticManiac on August 23, 2016, 03:48:20 PMAs for mountan bases, perhaps some kind of attack that make use of the temperature system. Or maybe some kind of specialised siege. Perhaps both.
If mortars fired at mountains caused cave-ins that would at least force players out to deal with them. The temperature system isn't complex enough to behave intuitively; more complex thermodynamics would open up more options at the expense of hardware load. I'd probably just as soon leave it simplified.

Quote from: RoboticManiac on August 23, 2016, 03:48:20 PMPerhaps a rule that would trigger them would be 'Home territory is made up of X% overhead mountain', so that open air colonies don't get such a weird and penultimately innefctive attack against them.
That is not what "penultimate" means.

night777

#548
Infestation is really bad news.. I decided not to build inside anymore because of them. Like 20 bugs popping up in the middle of my base? That isn't really able to be set up for that? Super harsh.

If you need more ways to screw with people inside bases,

Magma Leak Incident

I suggest a magma leak incident. A full-blown eruption would be too much, but some magma seeping up through the floor -- briefly -- and spewing tons of ash to make everything dirty may be a funky pain in the ass which doesn't rely on the "lol incident just wrecking your shit" motif. A very low-to-moderate amount of fire inside the base will spice it up but it will need to be a small amount of fire due to how easily the whole base could cook at 400F.

Since incidents don't have to be one-off affairs, for instance how Rain is programmed to appear to help prevent Forest Fires from just clearing the entire map, the magma ash event could be tied to the extant 'distant volcanic eruption' incident. Then it adds some double-whammy without necessarily automatically being overwhelming.

Alternative to the fire -- The dirty spewing ash could be corrosive and hit for some burning damage off the bat, damaging the hit points of colonist/animals/structure/furniture.

The Magma should surface and spew ash at 2-4 points.

Alpha393

Cough cough crabs cough

Seriously though, some kind of airborne weapon negated by ventilation would certainly drive people out.

Especially if it could hurt quickly.

Perhaps as a new addition to sieges:

'Flusher' units: their purpose is to basically pick a door, vent, cooler, or other opening and use it as an embrasure to shoot into the next room with a high powered flamethrower. The flames are fired rapidly over surprisingly long ranges, inflicting massive burn damage and starting fires on impact. Will ONLY target structures.

SpaceDorf

I like the magma idea, it really fits with the volcano event, it could open small fissures in the ground which would heat up the area around them tremendously :)

*droool* sorry I started fantasizing about magma-forges and pumps and pipes

well the fisure had to be closed somehow, which would lead into some crazy projects :)


Also Ceiling Crushing Mortars was my Idea. Thiefs.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Boston

Use humanities time-honored ally, fire and smoke.

Come across a mountain base, build a fire underneath every vent and by the door. Let the smoke really get in there. Better yet, cut off the power, then start the fire!


Lightzy

This is a thread from 2014. This is no longer an issue. Leave it a lone.
Let each person build the kind of colony they want. Of course some will be better than others.
Noone iS FORCING YOU to take mountainous terrain. In fact, the chances are of getting mountainous terrain aren't very high if you random. Experiment. Have fun! Start on icesheets.
As for smoking vents etc, never put coolers on the outside walls. Only in an "area discovered" roofless within the mountain area.

Besides, you got a turret trapfarm on the outside which is the real problem for invaders, not your stupid mountain wall.



Also I hope tynan removes the "sapper" raiders from the game entirely. They fuck up the aesthetics of a mountain base, where you gotta plug it with walls... so ugly it makes me quit that colony

chaotix14

No one is forcing us, but it is a fact that mountainhomes are basically superior in defense while not really having any downsides to balance them. It is no directly an issue, but it would be nice if there were pros and cons for all building styles, not the situation as it is now, where open colonies basically only have things that they are worse in than perimeter walled complexes(and perimeter walled complexes are worse than mountainhomes) and mountainhomes.

And Tynan isn't going to remove sappers, they are about the only thing that do damage to a mountainhome in the current game, it's kind of what they were designed for. Well, mostly for getting around killboxes, but it also works wonders in avoiding the mountainhome killbox/defenses.

Alpha393

The above post sums it up pretty well. I think the main issue with open bases is how easy it is to get injured or killed and how little armor actually helps with that. If I give a guy a Kevlar helmet, a duster, and an armor vest, he still gets 1shot by a decent sniper. Not amazing, decent. The easiest way to fix the problem might just simply be making EPOE vanilla for the most part. Making friendly fire less common, improve the minigun's pathetic accuracy at close range, stuff like that.