8/17/2023 0 Comments Rimworld game enemies![]() ![]() Choosing "Cassandra Classic" will have raids become stronger with each time they attack, but long breaks are given in between. How often the raiders attack, what their strategies are and how strong they are depends on the kind of storytelling AI the player chooses before starting the game. Regardless of what kind of set up the raider has, they all share one common goal - attacking the player's colonists. What they wear, what weapons they use and what armor they have, are completely randomized. May it be from Mortars or single Pawns abusing range and speed to take out one by one.Ĭurrently the only threat that comes from Raiders is one wielding a rocket launcher,but even then,focus fire and its dealt with.Raiders can come in many forms, and have many pre-generated backgrounds and stats. Maybe rather when they get crippled on their way to the base. Or change the whole "fleeing" mechanic,so that they dont try to run when they are in the middle of a big fight. Imagine them dropping right inside of your base. That would lead to more then just positioning your pawns at a Line of Defense,since that would lead to Injuries and Deaths. So a 40 man Raid with "bloodrushed" Raiders would be a rather difficult Task,since you can´t scare them off. The amount of Raiders is quite higher,clearly always outnumbering you aleast 2:1 Its about adjusting the difficulty and fun of very late game Bases. I don´t think you get the point of why im trying to discuss this. What's the difference a 20 person raid that flees after 10 people are downed, and a 10-person raid that fights until 10 people are downed? Quote from: Hans Lemurson on March 11, 2017, 03:47:09 PM Let me hear what you got,throw everything in here. I know,i could have posted this in the "Suggestion" Area,but i don´t have a proper way of how thoose Raids should look like. What do you think about the Enemies fleeing when they are even touching one of your Pawns? That could make things a bit more interesting and intense. What about one with Raiders that have fallen into a kind of Berserk? That simply dont stop and run away when Comrades die in Combat? They just keep going until they are dead,or well downed. This is not really a big Issue,i could just start a new Colony.butīut what about a new kind of Raid? We have the normal Raid,Sappers and Sieges. But then they reach my first defense Line,the often get very close to my Sandbags and Turrets,but they always just run away halfway into Combat.Allowing me to just shoot them all,if i wish to,since the just run. But even then,a few Mortarshells here and there is enough to cripple some and kill a few. They are also a bigger Threat then thoose Pirates with their shiny Power Armor,simply because they outnumber me. ![]() Sometimes even 15:1,depends on who is able to currently defend. Huge amounts of Enemies from a Tribal Colony. Every fight is a struggle,because they never stop until they or my Colony is destroyed.Īs a prime example,Tribal Raid. For me they are the biggest Threat that currently exists in Rimworld. The do not care if they run straight into Miniguns,Charge Rifels Turrets and Traps. Why you may ask? Because the Rabbits are relentless. I mean it does make sense that a living being wants to run away,if it sees other People get mowed down by Bullets and Grenades.īut,atleast for me,it makes the really really late game Raids way to easy.Manhunting Rabbits are a bigger threat then a big Pirate Raid,with Power Armor and Rockets. As the title says,i would like to discuss about Raiders fleeing mid combat. ![]()
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