[Kenshi 2] Balancing this fun base-building system you've made vs. complacency - more dangerous (but fun!) homesteading

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spacefiddle
Posts: 78
Joined: Fri Jun 22, 2018 8:30 am

Sun Oct 25, 2020 12:48 am

There's a lot of detail and fun gameplay in the Outpost system, but maybe it's a little too easy to become a little too secure. Probably you've thought of these already and the K1 engine just couldn't support it all, but just in case...

My intent is to keep this brief and easy to read, so please don't take any of these abrupt statements as criticisms :)

- Past a certain point, Your Outpost is nigh-invulnerable
- Threats are limited to waves of NPCs dashing themselves against your gates while turrets blow them to smithereens
- Balancing the reward of securing some small amount of safe space to rest up and prepare for the next expedition vs. "nothing in Kenshi is TOO safe..."

I see some unused attributes that might be worked into some interesting game mechanics.

- Attackers currently have a few goals: steal food and get out, kick players out and take over, or neither and just go away after a while.

Maybe expand the AI/Assault goals to a more varied list? In addition to the current "Hungry" (get in, grab any unsecured food, get out), "Retribution" (current system of down everyone but leave after a while) and "Occupy" (down everyone, throw out, i live here now):

- Ransackers: once the defenders are down, attack buildings and resource objects directly. Different levels of attacker would have different targets of causing X, Y, or Z in damage before withdrawing.
- Brutes: will attempt to batter down any door within their Strength level to closed/lockled buildings. They cannot pick locks. Once inside, steal X cats-worth of items from any available container. Withdraw when target is met.
- Thieves: will attempt to pick the locks of any door or container within their skill level. They cannot break down doors. Once inside, steal X cats-worth of items from any available container. Withdraw when target is met.

And when you've really honked someone off....

- Destroyers: this assault force's goal is to raze the outpost to the ground. They have no cap on damage caused. They will withdraw if they succeed in wrecking literally everything or, as a safety measure, X time passes.
- Conquerors: like Vanilla Occupiers, this group seeks to move in and take over the outpost... but rather than throwing all player squads out, they enslave them.

But how to stop the player from just ignoring the base when all attackers become red stains in the turret gauntlet?

- Sappers: this small assault force, or perhaps advance force, targets and attacks a section of wall directly. Not very quickly, but greater than, say, 4-5 engineers could keep up with in repairs (maybe cap how many engineers can repair something at once?). The idea is to force the player to sortie outside the gates to deal with them.

- Infiltrator: many players have made fortunes robbing the established factions. Well, now the player looks like an established faction and looks like a target to the ambitious and less fortunate.... this lone unit scales the wall at a random entry point, will attempt to make for locked valuables within its skill level, and will return to its entry point to escape once it nabs something in its target value range (with higher-level Infiltrators having high lockpicking, and seeking higher-value loot). Not sure if the game would support an NPC using stealth, but this lends to 1) having a well-lit base, 2) keeping valuable items in locked storages which currently are just decorative, inside 3) advanced buildings with higher-lock-level doors.

And as a bonus, if the Infiltrator gets to use a grappling hook or something - why not the player? Of course, any town guard spotting someone using a grappling hook is likely to take a dim view of the situation....

I'd hate to see the Outpost game diminished, because crafting / researching / building stuff is a huge part of the draw for me. But I think there's room to make it less a guaranteed, impenetrable turtle that requires some attention without adding tedious busy-work and keeping the player on their toes and engaged.

spacefiddle
Posts: 78
Joined: Fri Jun 22, 2018 8:30 am

Thu Nov 05, 2020 1:33 am

Another type I meant to add to the list, when I first thought of it....

Saboteurs: could be a specific type of unit(s) that has a chance to be in any of the other attacks, instead of its own thing, perhaps. I was just looking at my "battery room," which is a small shack with 4 battery banks and a light. The shack door can lock, the lock has a level, the door has health -

The Saboteur-type attacking unit seeks out important base functions, in priority order - power, production, resources - and attacks them directly. Higher levels of Saboteur can bypass (or blast?) higher levels of locks or doors, so low-level attackers would be thwarted by a secured building of a high tech level, ferinstance.

Just ways to use some of the existing attributes in game that are currently decorative :). Stuff that I think can make the player more engaged with active base defense and maintenance, and provide it with some ongoing costs (repairs etc).

swillo
Posts: 1236
Joined: Tue May 12, 2015 2:00 pm

Tue Dec 01, 2020 3:08 pm

love these ideas.
I would add random natural disasters like wells run dry, crops get blight, earthquake, sand storms. Things that cause damage to the base and could even make it unlivable.

Imagine 250 base dwellers and suddenly you have no water for crops or cooking, or all your crops are eaten by locusts.

or the zombie squad, anyone who dies at your door step rises again and cant be stopped until you pick them up and put them in the corpse furnace. But you better dismember them first or they will bite you while you try. And WHY did my bonedog eat that limb? now what will happen?

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