Home » MODDING HQ 1.13 » v1.13 Feature Requests » Queens harassment units
| Queens harassment units[message #309397]
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Wed, 22 August 2012 10:26
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Lexx |
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Messages:62
Registered:June 2009 Location: Germany |
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While reading about Flugentes new Covert Ops feature, I was wondering how something similar could be done and given to the queen, because same right for everyone, right? Well... turns out, I couldn't think about anything like that, but in return I got a different idea:
Harassment units send out from the queen, which are like small guerilla groups, doing whatever they can to get unease into the player controlled cities.
How this could work technically:
1. In the very beginning of the game, 2 or 3 cities are randomly chosen (from Grumm, Chitzena, Drassen, Cambria and Alma) and marked as possible harassment targets.
2. The more towns the player is in control over, the higher the chance will be, that the queen is sending out such a guerilla unit to one of the marked cities. Now let's assume, that Cambria is the target.
3. The player will be informed in a popup on the strategic map: "Guerilla units are harassing Cambria" (text could be a tad more fancy in the end.)
4. The money from the local mine will drop heavily the longer the town is in "harassing-mode," because people are too busy caring about themself, they won't go into the mine.
5. In order for the player to dissolve this situation, he has to find the guerilla unit, which is randomly spawned in one of the adjacent sectors, right outside of the town.
6. So the player travels around Cambria, to find said unit (traveling militia should never find them- the guerilla soldiers are masters of hiding and blending into the surrounding, you only see / recognize them if they want you to see them).
7. If the player has found the sector with the group, combat starts normally. As the said guerilla unit is better than elite, you will always be dragged into an ambush, except if one of your mercs has the scout perk, which makes you avoid ambushes.
8. If the guerilla unit is dead, the town is out of "harassing-mode" and everything turns slowly back to normal.
A town should only be harassed once, so this feature won't become an annoyance to the player. But it should happen often enough, to kick the player out of his usual day's schedule. Therefore I suggest to randomly define only 2 or 3 cities in the beginning of the game.
Tell me more about this "guerilla unit!"
You are still reading? Nice, that means the idea isn't that bad yet! 
I would suggest this "guerilla unit" to be made out of around 6 or 7 soldiers, which are stronger than usual enemies. Exceptional aiming, high APs and high HPs, etc. I personally would see them to be as strong as other special NPCs in the game (Kingpins dudes or the bounty hunter targets). They shouldn't drop dead with two hits. They are damn skilled and even got their own "Guerilla" description rank (instead of Private, Specialist, Major,...).
Also, the longer such a harassment is going on, the higher could be the chance for x militia to die per day in assassination attempts from said group.
I am not exactly sure about their equipment, but I would suggest them to wear ghillie suit, silenced weapons and being equipped with grenades and generic explosives. The explosives (TNT, C4, etc.) are just fluff items, so the player can see that these dudes are doing bomb attacks on civilians in the town and such. In any case, the soldiers should be armed at least as good as the player mercs. The target is to make them become a real threat which doesn't feel like the 70 soldiers-attack on Drassen, but is at least as dangerous.
I personally would like to see such a feature, as the endgame content currently can become quite bland and pretty much always results in the same actions you are doing, without any potential change (e.g. if you control 3/4 of the town, the queen is pretty much out of the game and will never be able to take a step up again). Would be good to get some interruptions into that.
So... Any thoughts, suggestions, ideas, comments?
[Updated on: Wed, 22 August 2012 10:28] by Moderator Report message to a moderator
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Corporal
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| Re: Queens harassment units[message #309413]
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Wed, 22 August 2012 20:21 
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| Hazapuza |
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Messages:262
Registered:February 2009 Location: Finland |
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As a mechanic this doesn't seem bad, as in it would be something a bit different for the player to do, but I don't really see how this could make the end-game in particular more challenging in any significant way. At that point it's pretty trivial for you to transport troops around anyway, so you can respond to this threat really fast, long before the guerrillas can do any proper damage to your budget.
Also, pitting 6-7 Mikes (well maybe not Mikes, but you get my point) who very much have the chance to ambush you doesn't seem like a good idea. I feel it's going to either require heavy savescumming or be outright impossible to win (if you get ambushed), or pretty much just a normal fight if you bring a scout and a proper amount of endgame-level mercs. And I don't much like the general idea of invisible elite
[Updated on: Wed, 22 August 2012 20:24] by Moderator Report message to a moderator
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Master Sergeant
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| Re: Queens harassment units[message #309432]
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Wed, 22 August 2012 23:44 
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Lexx |
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Messages:62
Registered:June 2009 Location: Germany |
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Nah, they should only spawn once around their target city. If you kill them, they do not respawn. We assume that the queen only has a very limited amount of such troops. That's what I wrote above:
Quote:A town should only be harassed once, so this feature won't become an annoyance to the player. But it should happen often enough, to kick the player out of his usual day's schedule. Therefore I suggest to randomly define only 2 or 3 cities in the beginning of the game.
So you start the game and then a few cities are chosen (like when the game choses which mine will run out). Now depending on the progress in the game, such a "harassment-attack" gets started for town 1. After that there is a timeout or something and then the next attack on town 2 will be called, etc.
Of course, all attacks could also start at the same time. Maybe this would be better- I am not sure about that (should be talked about, I'll guess). In this case, the player would lose a lot more money in a shorter timespan.
[Updated on: Wed, 22 August 2012 23:45] by Moderator Report message to a moderator
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Corporal
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| Re: Queens harassment units[message #313169]
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Sun, 16 December 2012 17:07 
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| Flugente |
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Messages:3499
Registered:April 2009 Location: Germany |
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The covert trait works a bit into that direction. Enemies can be disguised as well as players. Until they do something suspicious, they wont show up as enemies, and you wont enter turnbased. This way they could sneak up to the player...
However, as they still are enemies, the game will initiate combat nevertheless. So the surprise wouldn't really be there, as the player knows that enemies have arrived... and if he does not see any normal enemies, he knows that assassins are there. Then he simply has to initiate turnbased mode manually, and can simply drag his mouse over all civilians, and eventually shoot them.
Another problem would be that the AI does not know how to behave 'undercover'. They would simply draw out their gun, initiate turnbased mode and start firing as soon as they see anyone - they would simply get first turn, that is all.
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