Local fauna should attack other outposts as well, instead of only the one you're currently at
When you're at an outpost, there's no danger to all other outposts, despite the local fauna being present at all times (haven't tested what would happen if there's an attack in progress and you decide to go to another outpost). They don't attack them or anything. They just sit there, generating resources.
I think it would be neat to introduce some sort of mechanic where attacks can happen on other outposts other than the current one. To make it harder, depending on the difficulty, there could also be multiple attacks at once, with you having to choose which one to go to.
Not sure if this is at all doable with the current way waves happen.
To expand further, maybe biome events could also happen and there could be a status icon on the outpost warning you about the event? Not sure.
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24 Sep, '22
GundehiiilHighlighted comment
Personally I'd prefer this not to happen. I was relieved when I realized other bases cannot be attacked. Plus the extra off screen entities power it would take could add strain. Not to mention what would happen if you ignored them? Would the entire outpost be destroyed? Or would it calculate the defenses as well? Further putting strain as the game calculates offscreen wars in outposts your not at?
Now if it were to be implemented perhaps event instead of mob waves. Rare Resources or unique opportunities at places you haven't visited in a while. You could ignore it and continue with what your doing, or participate and get rare resources, powerful mods or somthing built for the game mechanic. -
03 Sep, '25
Piotr Bomak Admin PinnedWe planned this originally, but after announcing this change we have been met with a considerable amount of feedback against it. In the end, we decided to drop this idea.
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23 Sep, '22
KilltechThis needs to be done in a way that doesn't become very annoying to the player. The attacks shouldn't be require immediate attention but instead they could merely cut the resource flow for a outpost until a player decides to go to the outpost and clear the enemy threat.
To make it more interesting and challenging, one could consider temporarily extending the outpost map in one direction - adding a new section with some specific objectives that need to be dealt with to unlock resource flow. The new section would be a no build zone as it will be removed once the source of attack is cleared / objective is finished and the player left the map. -
24 Sep, '22
DarkICE09This looks interesting and would probably work if tied to different difficulty settings. For example, Easy would not have attacks on other outposts, Normal would have rare attacks or attacks that allow you to warp to while in progress, hard would have attacks that you can warp into but not while in progress, etc.
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24 Sep, '22
GummydalfWell... that might be fun at first can be be quite overwhelming for newer players with 10 outposts and also might get very annoying after some time when every 2 minutes it says that something is being attacked..
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05 Oct, '22
palidine40Couple things, a HEATMAP based attack system would be nice for the player to be able to see. Something "besides" proximity being the only factor. Maybe they're way more likely to attack areas close to power creation devices (green less so, dirty moreso, or maybe output dependent).
It'd make it so you don't have to load up insane defenses on Every outpost if you could control some of the enemies interests a little bit. And you'd be considering what you'd want to build where, instead of piling things up based on space alone and then dumping a wall and spaced towers.
Starting ALL the attacks with trickling forces would be nice, so we have an idea of whats going on ahead of time, then that'd give players some realism and some a few more seconds to finish buttoning up this step before running off (good job tho, if that was your intent anyway). -
11 Oct, '22
MaceXThis could improve or also possibly ruin the game if not designed correctly. Example would be that the player is that you are forcing a player to leave a biome that doesn't have an outpost and they can't return. A base being damages would be a bad idea. Maybe a resource reduction and the player must return to face off with a boss or hive type things could be possible. Give players base a defense strength based on towers and that can effect the spawn chance.
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15 Oct, '22
Pierre LeuretI like the idea that something requires you to come back to old outposts, otherwise they would be destroyed.
You would have a time limit before anything dire happens.
During my first playtrhough, I didn't think I had enough big encounters with the various biomes. May be you could have some kind of counter that balances that. Like If I spend to much time on HQ, make it boring.
It could also be a unique event where you loose contact with an outpost and are prompted to investigate, only to find a good fight waiting for you. And If it's hard and you are overrun... well you did that in the tutorial and it was great, so it's fine. -
24 Oct, '22
NairbI like the first comment by Killtech. Instead of trying to track and simulate attacks and defenses of every outpost all the time, there is a rare (or uncommon) event that reduces the resource output of one of your bases. You can ignore it if you want, but the resources might continue to throttle (start at 75%, slowly drop all the way to 0% after 30 minutes). Once you decide to go to the effected base, it triggers an event or a special wave or something that you must defeat to return the base's output to normal.
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06 Jul, '23
SwirveCould this not work how XCOM works, you have a timer to intercept for big waves and if you miss it the Outpost take a load of damage (say a number of resource buildings get destroyed), also maybe if you succeed you get a small reward of resources of something
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18 Mar, '24
SigmusWhile I'm not completely in favor, I can see how this would be an interesting inclusion, given a few conditions are met.
There needs to be a long warning prior, ~30min or more, letting us judge for ourselves if we have time to complete X task, or quickly wrap up early and go make preparations at the outpost, or simply ignore it and continue what we are doing.
As other have stated, failure to intervene shouldn't result in destruction/deletion of outpost. Just a decrease in resources, and perhaps damage to every single building, which we have to repair on next visit.
Defensive towers have to be accounted for. And in addition, I suggest we have the ability to use the orbital scanner as a spy satellite, to watch the battle as if we were there, and if things go south, we can warp in at the nearest rift jump point with a click of a button to intervene.
Lastly, there has to be a long global timer that prevents another outpost from being attacked, so that we aren't stuck doing just that.