This town is too safe!

The place to request or suggest new ideas and features.
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Berzerker Jay
Posts: 482
Joined: Mon Mar 21, 2016 10:47 pm

Thu Mar 07, 2019 11:46 pm

So, after finding it rather impossible to start an outpost and fend off the prompt attacks from Dragon Ninja Genin and Cannibals in the early-game, I've taken to rehabilitating buildings in various towns for my needs.

In my recent game I nervously decided to start rebuilding in The Hub, in spite of a low presence of guards and high presence of bandits. It's a fairly lawless place, by all appearances.

And yet it is the sort of town, like all other towns in Kenshi, where you feel entirely 100% safe leaving your door unlocked, even wide open, for weeks while you are away.

The various shops and bars in every town are always watched carefully by heavily armed guards -- even at night there is almost always security present in every building. But players have no reason whatsoever to need similar security of their own. Apparently that security exists solely to protect against the player's thieving ways! ;)

So! I propose similar events like we experience with our outposts, only tailored toward townie life!

- Cat-burglars: They come at night and test your locks. If they open the door and remain unchallenged, they enter and loot whatever they can carry back out. Of course, they come prepared with backpacks to facilitate carrying out loot.

- Squatters: They come when your building has been observed as abandoned for a while, and squatters may belong to various factions. Some squatters may be capable of violence, and some may be civilians. Some may fight to stay, while others may scatter the second they're spotted. In most cases they will also take for themselves any items that interest them.

- Protection: Bandits or some other gangsters show up at the building demanding tribute, similar to the Dust Bandit raids on outposts. If the player gives in, they return for future payments. If the player refuses, they return one night to dole out punishment and make an example to others.

- Contraband Raid: The dominant local faction shows up for a surprise inspection of the premises to check for illegal production machines (such as for Hashish) and if the door isn't opened for them they'll happily bust it down. If they find any contraband, all characters present will be beaten and arrested. (I wonder if it would be too cruel to have a building repossessed, but I imagine this is what the Holy Nation would do, and perhaps the Empire.)

Just some ideas -- I'm sure there are other events which could be applicable.

Berzerker Jay
Posts: 482
Joined: Mon Mar 21, 2016 10:47 pm

Thu Mar 07, 2019 11:52 pm

This post was prompted by my solo game, where my hunter character is living in a Storm House she rebuilt. She has a substantial amount of wealth contained inside, even without considering the socioeconomic context of The Hub's squalor. I never lock the door and rarely even close it. Even with so many squatters all around, many of mob-types which would have no qualms about eviscerating me and leaving me for dead in the wastes for just a bite of rice -- I have absolutely zero security concerns even though realistically I should have next to zero means for securing the premises while my hunter is away for days or even weeks at a time.

I just thought the game would be enriched by some tension upon returning home, not knowing whether my belongings will still be there, not knowing whether an ambush is waiting on the other side of the door I don't remember leaving open. I might have my otherwise solo character hire a guard if there was any need for it. Instead I'm on my third building, and even though I use the local bandit population for crossbow practice they never think to trash or rob my houses.

Berzerker Jay
Posts: 482
Joined: Mon Mar 21, 2016 10:47 pm

Thu Mar 07, 2019 11:54 pm

Last point:

Imagine building up your house in Shark or somewhere like that with less than reputable landlords, and having to deal with the Hounds being responsible for raiding your home, or otherwise looking away after the Stone Rats broke in and robbed you blind. Suddenly this instance can erupt in a township rebellion. If you have a local faction as your allies, it could get really interesting quick!

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

Tue Mar 12, 2019 3:43 pm

I love the idea of some "in town" situations.
But I know the concept of if you leave your outpost/house we won't mess with it till you get back was purposely put in to encourage you to leave and explore.
I think the In town adventure would have to be similar to raids on outposts. They only happen when you are home.
(personally I don't trust the DEVS and leave someone home all the time, they just look shifty)

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