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Campsites- dynamic raid areas

Posted: Sat Nov 03, 2012 6:55 pm
by Nafi
I think it would interesting to set up camp sites during long distance travel or after an intense fight. We can have it cost a few resources to set it up and when you are done using it there will be an option to clear up the campsite and regain those resources.


Tents - building a tent will come with a bed for faster healing. Multiple tents can be built near each other. Tents can also be used as mini hotel allowing weary travelers from other factions to use your bed for rest , for a cost of course. And if you feel evil you can kill them as they enter the camp but of course you lost reputation with them.


Fire - building a fire will be cheap and cost a few resources. Using bandages near a fire will waste less charges and speed up the bandage process. Pretty much It calms soldiers so they can bandage properly.
Fire can attract bandits and other enemy factions.



Factions will also be able to set up campsites. Factions built campsites will have chests filled with various pieces of loot. Larger faction camp will hold more chests . This can create a variety of dynamic raids for both you and other factions.

Another idea I have is large bandit camps With a bandit boss in a middle tent surrounded by chests. These camps are found on the outskirts in random spots. After the death of a bandit boss , the camp will die out. Other factions will also attempt to raid those camps also.This can lead to instense 3 way battles to loot the camp While bandits attempt to protect their camp.

What do you Guys think?

Re: Campsites- dynamic raid areas

Posted: Sat Nov 03, 2012 11:52 pm
by MrSpike
I would love to see a camp system. as you say, you can set up and then take them down to reclaim the resources.
I think these sorts of things should need foot to maintain, 1 food lasts x men x amount of time.
Fires also should not have retrieveable resources (it's a fire :'). Maybe add wood as a commodity that lets a fire burn for x time - danger with a fire at night is the potential to attract bandits?
Camps that other factions set up is also a great idea, hopefully in the future some raiders will have their own way to aquire resources that you can simply steal!
Camping could tie in with endurance, men need to rest so often, so camps are necessary and higher endurance increases time between these rests?
SO many things to consider! :D

Re: Campsites- dynamic raid areas

Posted: Sun Nov 04, 2012 2:59 am
by Nafi
Oh wow didn't think about bandits getting attracted by fire...matter of fact that would be a great idea. We can have an option to turn our campsite into a mini hotel allowing other factions to rest at our bed for a cost. Your right there is quite a bit of stuff to think about.

Re: Campsites- dynamic raid areas

Posted: Sun Nov 04, 2012 10:26 am
by MrSpike
Our own personal flop houses! That's a good one, get them to pay for food and shelter. Could be good, again this idea has a lot of ways it could develop! :)

Re: Campsites- dynamic raid areas

Posted: Sun Nov 04, 2012 12:41 pm
by Santaissick
MrSpike wrote:Our own personal flop houses!
Flop House is patented trade mark of Flop Houses corporation. All rights reserved. Only personnel named Mr. Floppy are allowed to start and maintain Flop Houses or any activity related to anything floppy.

On the other hand, charging for people to sleep is going to be implemented I think. At least when your faction has own city you will sell them stuff and they pay for beds. But I don't like the idea of camp selling beds. It just sounds weird.

Re: Campsites- dynamic raid areas

Posted: Sun Nov 04, 2012 2:09 pm
by iSuck345
That seems a rather good suggestion. What you just suggested may either improve or keep morale amongst my men and it may decrease the chance of my men like being more inneficient in battle or it may increase the higiene and they may not get sick. Thanks for the suggestion.

Re: Campsites- dynamic raid areas

Posted: Sun Nov 04, 2012 2:39 pm
by Marcuss2
Added to suggestions list

Re: Campsites- dynamic raid areas

Posted: Sun Nov 04, 2012 10:39 pm
by Nafi
Happy to see its added to the list

Re: Campsites- dynamic raid areas

Posted: Sun Nov 04, 2012 10:42 pm
by Nafi
iSuck345 wrote:That seems a rather good suggestion. What you just suggested may either improve or keep morale amongst my men and it may decrease the chance of my men like being more inneficient in battle or it may increase the higiene and they may not get sick. Thanks for the suggestion.

Morale can be a interesting factor but I feel like its way to many things to account for at once , but I like the concept none the less

Re: Campsites- dynamic raid areas

Posted: Sun Jul 07, 2013 3:22 am
by Gavin McStine
Like the idea of a tents, both for a starting of a town, since you need to research beds, and also for something when on the run. However I don't like chests. Maybe a crate or large wooden box, but a chest would be hidden or in a castle ect, ect.

Re: Campsites- dynamic raid areas

Posted: Sun Jul 07, 2013 6:44 pm
by Mafearaak
Maybe we could have camp like the Mongols did they set up gers (large circular tents ) and just raided move raid move raid move
Different tents would be nice more military ish more trade focused ect

Re: Campsites- dynamic raid areas

Posted: Tue Jul 09, 2013 6:12 pm
by Tolwrath
I like this fr (might've seen it somewhere before though... not sure). Though you definitely would have to have a fatigue stat or something to make players and AI want to camp, otherwise you're just finding random camps at night. What's really needed is the ability to track a squad/band and launch a surprise attack / stealth mission once they make camp.

Re: Campsites- dynamic raid areas

Posted: Sat Aug 03, 2013 12:09 am
by Heavy_Gear_Mechanic
Was wondering of how feasable it would be to allow structures you deconstruct torefund resouces, something like building in reverse for a portion of what it took to build it. Maybe a deconstuction window that adds resources to a hopper as the deconstruct bar progresses so that you can allocate stuff to be carried. just a thought.

Re: Campsites- dynamic raid areas

Posted: Sat Aug 03, 2013 11:48 pm
by Creigh
Great ideas. I would love to be able to but a little hotel in my town. I would also love some raidable camps too.

Re: Campsites- dynamic raid areas

Posted: Sat Aug 17, 2013 6:03 pm
by arthoz
Since this subject mentioned ideas of building hotel and selling beds, I think it's a good idea. Because I've seen some of the merchant visiting my outpost are barely able to walk. Apart from making money it's also in our best interest to insure that their armed guards are in the best condition just in case our outpost is under attack.

I wonder...suppose my outpost is under siege and just before lockdown there is several caravan inside the walls. Will there be a game mechanism for me to use them as defenders too? I assume that in future updates they would have some archers as guards right? It would be a waste to see them just standing doing nothing while waiting for me to unlock the gates and allowing them to go out only to be outnumbered and slaughtered by the besiegers.

But on the other hand it would also make it harder for players to siege a lucrative trading outpost in which killing the caravan guards would cause conflict with the merchant faction. Not to mention that the caravan might have random master fighter that could turn the tide of battle...urm...will the developer put a rarely occur random elite unit hidden among common soldiers?

I believe that would add a nice element of surprise that could foil carefuly planned operation...think about it, we always see in movies where a master sometimes disguised just as a lowly servant...

Re: Campsites- dynamic raid areas

Posted: Sun Oct 27, 2013 8:55 am
by marches58
Heavy_Gear_Mechanic, I am also waiting for building material refunds on dismantled objects. Camp-type objects (tents, sleeping bags) could have 100% refund, but they won't work as efficiently as a real bed. If they did, why would anyone take the time and resources to make a bunk house in their permanent camp?