RimWorld
Sometimes Raids Go Wrong
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RemingtonRyder  [開発者] 2024年3月26日 2時08分
Suggestions
Post your suggestions here, including new ways for raids to go wrong.

New ways for raids to go wrong

Raids arrive either by walking in from the map edge or in drop pods. Some ways for raids to go wrong might not work so well for one mode of arrival, but work great for the other.

For example, it's unlikely that a pack of manhunters could get to raiders quickly if they're arriving by drop pods, but if they're walking in then it makes complete sense.

As for how a raid should go wrong, I tend to use something which already exists within the game but doesn't usually accompany a raid. For example, meteorites can impact as an event chosen by the storyteller but not at the same time as a raid. Or as another example, diseases can be caught by colonists as an event but don't affect raiders.

Things which go wrong don't need to be especially balanced in favour of the raiders. But I try to allow a possibility that some of the raiders avoid negative effects. For example, raiders who have the teetotaler trait won't be affected by Drunk Drop.
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Starei 2024年3月26日 15時00分 
I like the idea of raiders having heart attacks soon after they arrive, like a hidden hediff that lasts a short but random amount of time that leads to a heart attack after it ends
Starei 2024年3月26日 15時02分 
This could also be the same for the run wild event, instead of them all becoming wild at the start they quickly become wild within the first minute of them arriving

Also maybe more accuracy on the meteorite ones because they never land on my raiders haha
I suppose with anomaly's release there is probably more events that could be done, such as metalhorrors suddenly decide to reveal themselves from the raiders or being chased by flesh monsters, whatever
RemingtonRyder  [開発者] 2024年4月14日 22時16分 
I don't have Anomaly yet, so I can't say for sure, but that sounds like it could be fun.
Snues 2024年4月28日 2時34分 
Reset to default value on the config page.
RemingtonRyder  [開発者] 2024年4月28日 13時05分 
Snues の投稿を引用:
Reset to default value on the config page.

Added it tonight.
Raiders enter with shamblers or sightstealers chasing them (anomaly).
Bad Cook - Raiders arrive with food poisoning.
Bounty Drop - Raiders have a Fallen Empire bounty and they dropped on top of them!
Mechanoid Revenge - Mechanoids have been watching the raiders movement and ambushed from the shore.
Not sure if you're still taking suggestions but what about a 'Drop Pod Miscalculation' where you essentially get a Drop Pod event with items/food/etcetera and a raid at the same time? The implication being that they were trying to deliver those items to somewhere in particular but accidentally dropped near your base instead. It might be a case of them grabbing the loot immediately and leaving, but, well. It's an idea.
Mental Breaks. They plague us, so having them plague raiders would be hilarious. Having someone go berserk, catatonic, or decide to start destroying their own mortar shells during a siege would be funny as hell.
Could even have raiders that decide to "prepare beforehand" have one guy on an insulting spree, causing more raiders to enter certain mental breaks.
Anomaly has a mutation pulser that can turn raiders into fleshbeasts. It could be fun to have a random number of them suddenly mutate.

Is there one that radomnly affects them with berserk, like the Royalty psycast?
Here a few ideas I have
Basic Game Ideas:
#1 Wait what happen to our stuff?: The raiders show us but somehow they are missing their weapons, armor, and even clothing forcing them to attack while completely naked and out using their fists.
2# Error 404 (Mechnoids only): A random amount of mechnoids gets a error code which them to attack each in berserk state and even cause some of them blow up.
3# Sleepy Time: Raiders become tired and a few of them fell asleep as soon as they arrive.

Anomaly Ideas:
1# Ritual gone wrong: Hate Chanters try to perform a ritual but goes wrong causing some of them to get random side effects like food poisoning, mental break, become a wild man/woman, ext
2# The Devours new meal: A pack of Devours come out hiding and attack the raiders.
3# GHOULS!!!: Depending on raid side a couple of ghouls ambush the raiders and begin to attack them all.
4# All Hail the Cube: (Colony has to have the Cube) A few raiders become obsessed with the cube and will fight against their former teammates to protect the cube. (Survivors could be recruit)

If any of those seem interesting let me know
- For siege raids their equipment drops damaged and the mortar shellls are already sparkling (about to blow up) when landed.
- All the raiders carrying drugs capable of causing an overdose will overdose when trying to use those
- All the raiders arrive with completely depleted sleep need
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