Home » MODDING HQ 1.13 » v1.13 Feature Requests » Queens harassment units
Queens harassment units[message #309397] Wed, 22 August 2012 10:26 Go to next message
Lexx is currently offline Lexx

 
Messages:62
Registered:June 2009
Location: Germany
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! Razz

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

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Corporal
Re: Queens harassment units[message #309413] Wed, 22 August 2012 20:21 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
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

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Master Sergeant
Re: Queens harassment units[message #309417] Wed, 22 August 2012 20:59 Go to previous messageGo to next message
Saibot is currently offline Saibot

 
Messages:198
Registered:September 2009
Hm, for making them stronger than elites, maybe flag them with the same "special" flag as named enemies. That way Special_NPCS_stronger affects them.

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Staff Sergeant
Re: Queens harassment units[message #309421] Wed, 22 August 2012 21:56 Go to previous messageGo to next message
Flugente

 
Messages:3499
Registered:April 2009
Location: Germany
I really like this idea.

Concerning the 'special' type of soldiers used: Note that I started on a feature in my WH40K stuff (currently unreleased) an externalisation of enemy 'champions'. They fit what you describe here, having superior stats, AP and damage resistance. They can even be defined in an xml individually, with individual names (though for this 'Guerilla' will propably be enough). So consider this particular problem (individual soldiers with special abilities) solved or near to solving.

Question: Do you plan for these harassing units to be really sent by the queen all the way from Meduna? The problem with that will be that unless you write special treatment of such squads, they will attack the player cities headon (you will have to code them to stay out of town). Or do you want them to randomly spawn on the map?

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Captain

Re: Queens harassment units[message #309428] Wed, 22 August 2012 23:23 Go to previous messageGo to next message
Lexx is currently offline Lexx

 
Messages:62
Registered:June 2009
Location: Germany
They can spawn randomly on the map. This element can be explained with their task being to harass their target city as much as possible, and not search&destroy everything that is crossing their path (which is what the normal soldiers are doing).

Though, I do agree with Hazapuza about the save scumming. The fights should be hard, but not iron man meta gaming impossible hard. But then again, if you are unable to defeat the enemy when you get ambushed by them, a merc with the scout perk would give you the advantage again. If you - in this case - still can't win without having to hire some uber-mercs, then I think this mechanic works correct, as it makes you invest money into new people and equipment. Even if that means having to roll up with a bunch of mortars. Razz

Also: How about increasing the chance for the surrender option in such ambushes? You get into the ambush and instead of them totally exterminating your squad, you get the option for surrender? This way you won't lose your people / fuck up your game too much just because you forgot to save.

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Corporal
Re: Queens harassment units[message #309430] Wed, 22 August 2012 23:30 Go to previous messageGo to next message
Flugente

 
Messages:3499
Registered:April 2009
Location: Germany
I don't know where exactly the surrender option gets called, but it should be easy to increase the chance.

If they spawn randomly in the map, how am I going to stop them? I mean, if a group of ultrahard-elites spawns every few days near Chitzena and Drassen, the player will have to constantly babysit the place. While this is nice, there is a chance that the player gets fed up with this after the 10th attack or so...

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Captain

Re: Queens harassment units[message #309432] Wed, 22 August 2012 23:44 Go to previous messageGo to next message
Lexx is currently offline Lexx

 
Messages:62
Registered:June 2009
Location: Germany
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

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Corporal
Re: Queens harassment units[message #309433] Wed, 22 August 2012 23:51 Go to previous messageGo to next message
Sam Hotte

 
Messages:1960
Registered:March 2009
Location: Middle of Germany
You could make this spawn very rare like:
1st spawn is perhaps triggered by progress, then a 2nd spawn cannot occur before X days/weeks have passed after extinction of 1st guerilla group. 3rd spawn has to wait another 2 times X, then 3 times X and so on.
Something like this.

And mybe restrict possible spawning to border towns like Drassen, Chitzena, Grumm and Alma to reflect the "story" that those sabotage commandos are hired and flown/shipped in from abroad just like your mercs did.

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Sergeant Major
Re: Queens harassment units[message #313148] Sun, 16 December 2012 14:38 Go to previous messageGo to next message
sumfugoula22 is currently offline sumfugoula22

 
Messages:23
Registered:December 2012
Location: Kaunas,Lithuania
These Guerillas could also assasination atempts on your mercs,in could add more divercity than the usual ambushes

first there should be a notification that one of your mercs suspect that there is an asassin in town.

the asassins could be disguised as civilians in towns and mines,being...well..civies until some point they come out from hiding and try to kill your MVP merc

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Private 1st Class
Re: Queens harassment units[message #313169] Sun, 16 December 2012 17:07 Go to previous messageGo to next message
Flugente

 
Messages:3499
Registered:April 2009
Location: Germany
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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Captain

Re: Queens harassment units[message #313176] Sun, 16 December 2012 17:27 Go to previous messageGo to next message
sumfugoula22 is currently offline sumfugoula22

 
Messages:23
Registered:December 2012
Location: Kaunas,Lithuania
i see what you mean but is there anyway possible to some ajusments to the AI to make them be "undercover" ?

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Private 1st Class
Re: Queens harassment units[message #313178] Sun, 16 December 2012 17:30 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3709
Registered:February 2006
Location: Scotland
Quote:
i see what you mean but is there anyway possible to some ajusments to the AI to make them be "undercover" ?


No .

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Captain

Re: Queens harassment units[message #313180] Sun, 16 December 2012 17:35 Go to previous messageGo to next message
sumfugoula22 is currently offline sumfugoula22

 
Messages:23
Registered:December 2012
Location: Kaunas,Lithuania
sucks, but you could make assasins a diffrent enemy Type thats is better than Elites and just placed them around the map in sectors of importance (adjacent sectors to cities,crossroads,city sectors.ect) and they would behave like ambushes and you wouldnt know how many people are there,they would be like guerillas but more deadly and only focused on killing the mercs

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Private 1st Class
Re: Queens harassment units[message #313183] Sun, 16 December 2012 17:45 Go to previous messageGo to next message
Flugente

 
Messages:3499
Registered:April 2009
Location: Germany
No. Not without rewriting tons of game code, and propably creating a separate AI just for that.

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Captain

Re: Queens harassment units[message #313184] Sun, 16 December 2012 17:52 Go to previous messageGo to next message
sumfugoula22 is currently offline sumfugoula22

 
Messages:23
Registered:December 2012
Location: Kaunas,Lithuania
damn it,why all of the good ideas are so hard to acomplish ?

can you add the option to militia to harass the enemy possisions ? you know,like soften the enemy up ?

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Private 1st Class
Re: Queens harassment units[message #313185] Sun, 16 December 2012 17:55 Go to previous messageGo to next message
Flugente

 
Messages:3499
Registered:April 2009
Location: Germany
How would that be any different from them attacking the enemy?

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Captain

Re: Queens harassment units[message #313190] Sun, 16 December 2012 18:11 Go to previous messageGo to next message
sumfugoula22 is currently offline sumfugoula22

 
Messages:23
Registered:December 2012
Location: Kaunas,Lithuania
well by softening them up i mean by breeaking them, make them less willing to fight,more willing to surrender

tell me is easier to fight enemies that are ready for battle, or to fight the ones who are broken,afraid ect

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Private 1st Class
Re: Queens harassment units[message #313191] Sun, 16 December 2012 18:17 Go to previous messageGo to next message
Sam Hotte

 
Messages:1960
Registered:March 2009
Location: Middle of Germany
The game offers no mechanic yet to directly fight opponent's morale, if that's what you're after.
So it's another 'No' to your ideas, i'm afraid. Wink

There is some indirectly like this in game already: If you fill a sector with elite militia, enemy is too frightened to attack this sector at all.

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Sergeant Major
Re: Queens harassment units[message #313192] Sun, 16 December 2012 18:27 Go to previous messageGo to next message
sumfugoula22 is currently offline sumfugoula22

 
Messages:23
Registered:December 2012
Location: Kaunas,Lithuania
"big sigh of dissapointment" too bad...

off topic do you know how to change the weps that militia get because my militia always seem to get awms,walthers,sr-100 and dsr-1 so basicly sniper rifles and it doesnt seem very fair to the enemy any help ?

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Private 1st Class
Re: Queens harassment units[message #313193] Sun, 16 December 2012 18:29 Go to previous messageGo to next message
Flugente

 
Messages:3499
Registered:April 2009
Location: Germany
Militia gets the same weapons as the enemy gets. So look in EnemyGunChoices.xml.

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Captain

Re: Queens harassment units[message #313194] Sun, 16 December 2012 18:32 Go to previous messageGo to next message
sumfugoula22 is currently offline sumfugoula22

 
Messages:23
Registered:December 2012
Location: Kaunas,Lithuania
ah thanks

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Private 1st Class
Re: Queens harassment units[message #313195] Sun, 16 December 2012 18:36 Go to previous messageGo to next message
Sam Hotte

 
Messages:1960
Registered:March 2009
Location: Middle of Germany
Yep. So when militia is getting all sniper rifles then usually enemy patrols are all sniper as well. So it's not unfair ... Smile

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Sergeant Major
Re: Queens harassment units[message #313201] Sun, 16 December 2012 20:25 Go to previous messageGo to next message
sumfugoula22 is currently offline sumfugoula22

 
Messages:23
Registered:December 2012
Location: Kaunas,Lithuania
really ? cause im at coolness lvl 2 and my militia has SCARs and Pechenegs and the AWMs while the enemys best sniper is FR F2.Is it because i set the elite militia wep coolness lvl to 3 ?

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Private 1st Class
Re: Queens harassment units[message #313208] Sun, 16 December 2012 22:51 Go to previous message
Sam Hotte

 
Messages:1960
Registered:March 2009
Location: Middle of Germany
If you messed around with it, that's probably the reason, yes.

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Sergeant Major
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