Some defensive strategies

Started by constrictor5, October 31, 2013, 08:21:46 PM

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constrictor5

Adding a mechanic that allows you to set up certain defensive positions around your home.

Say your colony is getting raided, you can set up a primary defensive zone around your base where you set up some sandbags, and turrets maybe. Then, as the raiders attack, you can set up a breach zone, outside of the defense zone, where if a certain amount of raiders are inside the zone, your colonists will retreat from their positions before they get overwhelmed. They will run to the fallback zone and make another stand. If that area's breach zone is penetrated, then they fall back again. This can keep happening up until the colonists run out of retreat options. Then, the player is forced to make a last stand is the deepest part of his base. (Attachment Related)

Also, stealth mechanics that can allow for ambushes when raiders are inside your base. Take the zone idea, and allow the player to designate an ambush zone, where once some raiders have moved into your base, you have some colonists hiding behind walls, and when 3 or 4 unsuspecting raiders are in the zone, the colonists will initiate an ambush that can do critical damage on the unwary pirates.

Lastly, Searchlights, which give better visual and accuracy to your colony defenders on raiders that attacking at night and are being targeted by the spotlight operator. The spotlight needs power. Also, the person in the spotlight suffers a blinding penalty (like the flashlight in BF3) decreasing accuracy.

These ideas will help make base defense more strategic.

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DeltaV

I like the idea, but it seems like it might be better just to have a button in the corner labeled 'fall back' when a colonist(s) is(are) conscripted. With the above example you might end up triggering a pointless fallback because a guy with grenades was running to get into range.
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constrictor5

Quote from: DeltaV on October 31, 2013, 08:46:22 PM
I like the idea, but it seems like it might be better just to have a button in the corner labeled 'fall back' when a colonist(s) is(are) conscripted. With the above example you might end up triggering a pointless fallback because a guy with grenades was running to get into range.

I get it, but you would also have the option to set parameters of how many enemies are within the breach zone. So maybe 4-6 enemies have to be in the zone before your soldiers consider a retreat.

NephilimNexus

Minefields.

Or at least Tripwires that you can rig to your Demolition Charges.

Downside: Really stupid and/or clumsy colonists might set off the mines themselves on accident.