Do victory poles seem broken to you?
tl;dr: More realistic spawn placement and biter aggression makes the game more interesting.
Reading about victory poles right before playing through my first freeplay game inspired me to go around placing them everywhere I could, even between biter bases fairly far from my factory.
Once I finally got around to clearing those spawns, this left me with a huge area free from spawns and thus a complete end of attacks--present and future. Victory poles allow you to create a permanent, virtual bubble around your factory (larger than the pollution cloud) and that just feels wrong. Spawners don't creep in, and since biters won't attack from afar unless pollution hits them, it's a cheap yet inevitably tempting tactic.
Wooden boxes and power poles shouldn't keep your base protected to the end of time. Since when do biters listen to No Trespassing signs?! :-)
Instead of the simple, huge, multi-chunk(?) radius around man-made objects, let's make it a bit more dynamic:
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Player (Large spawn-blocking radius; same old aggro radius)
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Buildings (Tiny blocking radius; same old aggro radius)
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Optional: Clustered Buildings (Radius that grows with building density so factories have a decent perimeter (maybe shrinking again if spawn density gets higher nearby?))
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Optional: Connected Power lines (Small blocking; small aggro radius)
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Walls/path-finding distance (Must be near existing spawn && No quantum tunneling!)
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Passing trains (Medium-yet-decaying-slowly-over-time-since-last-train blocking around the rails (enough to keep them from settling near actively used tracks); moderately increased aggro radius (Trains might need turrets, with big biters being drawn in from just outside the no-spawn area by those noisy trains...!)
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New Building: Thumpers (Very Large blocking, Extremely Large periodic aggro radius)
Yes, this is a Half-Life 2 reference. Except instead of scaring the biters, it blocks nearby creation of spawns while drawing in attacks from existing ones further away.
This would mean:
- Early game safety due to player's buffer zone
- Realism: Spawners don't randomly appear while you are nearby...
- Realism: ...but aren't blocked over a huge area by a random power pole in the woods.
- Realism: They can settle near anything you've built and decide it's in their way, if you don't stop them...or keep them fearing/chasing random trains so they avoid the tracks.... :)
- Later on, preventing spawns from getting closer to you and your base would require active measures.
- These active measures would attract attacks from distant, existing spawns, and actually draw some fire away from other (noise pollution, anyone?) pollution centers. It's similar to how turrets are currently attacked first, but on a much larger scale.
- Clearing spawns around your base would buy you some time as it always has.
- A mining base without a thumper would attract the same attention as before (more or less, depending on train effects...) but without a thumper, spawns might creep in, increasing attacks.
- Thumpers would lead to more predictable (every 15 minutes perhaps, disabling random times for affected spawns), larger attacks, giving you a more proactive role in defending your base mid-game while keeping the area clear for easy expansion
My questions are:
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Can this currently be done with a mod? It seems like many of the modifications to the AI and maybe even spawn placement might be too integrated with the engine, but I haven't dug in deep just yet.
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Any other related ideas/thoughts/changes for biter spawn/threat behavior?
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Would you use this if it were a mod?
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Would you like to see something like this in the base game, or keep victory poles waving in defiance of all realism? :)
Posted Apr 13, 2016, 7:29 AM UTC · edited
Don't place victory poles : fixed !
Best solution!