![]() The game is currently very generous in terms of how it handles NPC deaths on your map, specifically because the devs have spent a lot of time closing exploits wherever possible. Or setting the trade spot deep in a maze-like contraption full of rotting corpses and sandbag speed bumps, causing the caravan to get stuck and starve to death (which you do not get a rep penalty for). No, the exploits are things like setting the trade spot in a perfectly normal looking mostly fireproof room then setting just enough fires in there to make the caravan almost instantly collapse or die of heatstroke (which you do not get a rep penalty for) and taking their loot. Having neutral/ally factions fight enemies on your map is a normal part of the game. They can help you clear the threat maybe, but there are multiple ways to call in NPCs to help you clear threats anyway. ![]() If a caravan engages an enemy the pack animals instantly flee, they are almost never going to get killed in a normal battle and you aren't going to get any loot from it. It's not just luring them into a threat, in fact I would argue that's not even a concern. You are massively underestimating how many ways the trading spot mechanic can be exploited. Stop encouraging lazy coding by brushing it off as unavoidably exploitable. There is no reason why it couldn't be added as a QoL feature given sufficient TLC. If each spot fail its threat check then the trader just go to the default location they would otherwise aimed for which may still lead them through a threat anyway, like it is now. And given the possibility of placing more than one trade spot, check if there is a thread in the direction of the alternative spots further away. The AI should be perfectly capable, given the proper code, to detect if there is a thread in the direction of the closest trade spot. Originally posted by ShadowTani:Please realize that it would only be exploitable if the spot is lazily programmed to be a single hard enforced location instead of a soft target suggestion. In fact, one could argue traders are currently too OP in their current state and to that- id actually agree. Your own fault for not placing it in a safe zone. ![]() (Since I know someone is gona try to use this excuse: It doesnt matter if they lose faction when they die if you have control on where they gather. Like, feel free to argue if you want but this is 100% easily balanceable and not broken. (This is how I handled big raids before Call For Aid.) If your next argument is faction is easy to aquire- you can just send drugs to them at that point via radio to gain faction back and do it again anyway in vanilla. It also wouldnt be hard to add a "cannot place near enemy" trigger too.Īlso, having faction destroyed in such a way, you get even less traders to be able to do so again. With biocoded weapons now a thing, a trader spot is 100% reasonable. Do note, you can also call for aid from allies too which basically does the same exact thing. Its perfectly fair to destroy your faction with someone for an emergency. It would need to be adjusted so you just lost faction if they die on the map. The difference is currently, you only lose faction if the traders lose their items. You literally just kite them (Intended enemy) and once the trader is engaged (Proximity) it fights till death. Originally posted by gussmed:I'm curious, how do you intentionally steer a trade caravan into a mech cluster without the "trading spot" mod? I've certainly had it happen, but it was not remotely under my control.
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