Enemy pacification/Partial cohabitation
Wouldn't it be cool if you could make friends with your enemy? To have them help you with things like mining, gathering, and defence? Not as grand as befriending the whole planet. That'd go against the lore of the game as it tries to chase you away.
What I'm thinking is that you could partially learn how the enemies are "controlled" and thus try to copy the effect. You could do this by first researching it and then construct a special building. You're given a certan number of "points" for each building/building level which is then used to sway certain types of enemies to your side. Said enemies vary, possibly depending on player choice, wich each enemy type requiring different amount of points. They could either stick around the building itself or be controlled by you to perform certain tasks. Or just told to defend or attack certain areas. This isn't without risk, however, as if you run out of power, you lose control of the enemies and they become hostile again.
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23 Sep, '22
KilltechHighlighted comment
Could be a great late game game objective which fits the narrative of the story quite well. Befriended local fauna means outpost becomes secure and the player doesn't have to fear attack when not present (which is the case right now anyway and we would have an explanation for it). Pacified animals could then roam the map without your turrets attacking. But of course every now and then evil aliens or some other event would cause the fauna to turn hostile again until an objective is achieved. -
03 Sep, '25
Piotr Bomak Admin PinnedSPOILER: This is the main point of the endgame campaign in the free 2.0 Update, released August 25th, 2025.
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23 Sep, '22
TseralithIf anything, this would fit with Ashley's desire to learn and understand the planet, to work together rather than against it. Mr. Riggs will probably be as annoyed as always regarding this. Especially considering the pacified units will turn hostile again the moment the building loses power.
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14 Oct, '22
srs008what if we use the max health as a factor. so the towers can hit the little swarmers en-masse and control pretty much anything and everything in the blast area. (small but not tiny) the tower takes a few seconds to fire. but the more MAX health the creature has, the more hits it'll take to control it. the towers would be expensive in every form of the word, but they'd be early game tech, around tier 3-4?
so the towers do not do actual damage, once a creature converts, it'll passive heal slowly (or the player can heal it with riggs nanobots only)
this means if you can't control a creature, your turrets NEED to be up to the job of killing it.
loss of power or AI cores should shut the tower down. and begin a cascade failure.
any and all mind control towers connected to the same AI grid (map) will begin to fail until they are ALL back online. (aka, purges the network)
this counters dodgy little outposts being given mind control towers without repercussions.
commit, or it'll backfire. -
19 Oct, '22
Piotr Bomak AdminCool idea! I'm going to leave it as 'under consideration for now, but I like it a lot.