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Suggestions for more varied wilderness encounters
*Ayjona*
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While I would never decry the hardcore nature of Darkwind, I would like to see some greater variation in wilderness encounters.

Two points that I believe would add to the feeling of variety (and provide the occasional easier encounters, without breaking the overall hardcore principle) would be:

1. The possibility to encounter damaged pirate cars. Yes, I know, pirates would rarely go into combat with damaged vehicles. But if we can be caught on return encounters, so could we sometimes catch pirates unawares, especially with good scouts on our side.

2. The possibility to encounter just a single pirate car in solo scouts. Yes, just as above, pirates would never willingly go into combat outnumbered or with equals numbers, but with good enough scouts, we should be able to take that choice away from them.

Of course, these two kinds of encounters should be made very rare, to avoid turning our beloved hardcore feast into a kindergarten stroll through the radiated lands.

Another possible encounter that could swing either way (both considerably easier, and much harder, depending on how the player responds to the situation), would be:

3. Coming upon an ongoing battle between NPCs. Traders versus pirates, bounty hunters versus pirates, pirates versus pirates, pirates versus just about anyone else.

As a general rule, letting the CR ratings of our opponents swing a little more wildly, both up and down, could probably make the wilderness encounters seem both more dynamic, and more unpredictable.
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vet marshal wv

Posted May 11, 2009, 4:10 pm Last edited May 11, 2009, 4:12 pm by Ayjona
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I like these ideas!

One thing I've heard other players say when we're on a three or four player scout is "same old cars" and "no rares." To me, it's the playing of the game, not just about looting rares. Yes, I like to loot them too, but users my gangers and the excitement therein is where it is for me.

That being said, the occasional "first shot breach and the engine is gone" would be a "WOW" factor. No loot, and not much skill because they didn't use the skill as long, but would be something to talk about.

Again, I'm all for this in the rare occasion, just pointing out that some would say they're wasting their time. :)

JL

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vet marshal deathrceL1 wv community combatL1

Posted May 11, 2009, 4:15 pm
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I must admit it would be fun to ambush the pirates from time to time - though I am not sure how you would deal with the placement.
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vet wv marshal pvp4 community pvp20,1,0

Posted May 11, 2009, 4:25 pm
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that would be a pain and I think surrounding them like they do to us can actually be a disadvantage...

maybe an ambush would be the surprise makes them not fire for a few rounds.

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vet wv

Posted May 11, 2009, 4:27 pm
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You wouldn't have to surround them, it would fast and brutal, especially if combined with the damaged pirate idea.
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vet wv marshal pvp4 community pvp20,1,0

Posted May 11, 2009, 4:35 pm
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Hmmm. Sounds yummy.

Rather than be confined to the usual starting circle, how about this?

New option on the squad page. "Ambush". Selecting "Ambush" allows you to set up essentially anywhere on the wilderness map to create an ambush. The downside being that your opponent gets a CR advantage based on some contest of skills between your scouting skills.


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vet wv

Posted May 11, 2009, 5:02 pm
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Ambush I could see giving the following benefits. A greater area to set up on. An initial first strike bonus (first attack of combat for ambushing side basically - so you want everyone to attack on one turn). Being able to get a hint as to where the NPCs will appear from. Maybe even a couple of free turns. The downside though would possibly be a -increased- CR in general; you can pick the spot, but you can't always pick who will stumble across you as you can when you're actively driving around.

But... I don't think Ambushing should be exceptionally easy to pull off. For the greater reward, I think failing an ambush would reverse the bonuses on to you (penalty to first attack while NPCs get a bonus), a stress/leadership/something penalty for the fight, etc.
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vet

Posted May 11, 2009, 7:23 pm
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ambush sound good but anyone who has found themselves in a GW gates return (from BL) and started close behind a group of enemies knows that having the jump on them is not always a guarantee of success. you may get two rounds of firing before they turn... you will probably miss with your first shots... then they are very close and pointed at you... can get very messy.

Same happens with pirate ambushes.. sometimes they are lethal.. sometimes they make the whole thing very easy.
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted May 12, 2009, 3:18 pm
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If an option to ambush is used (assuming it would add an advantage) I think one big disadvantage when setting an ambush is that you wait for your prey. This means that your squad will be gone alot longer than if they are actively searching for targets, maybe an additional 1-4 hours, for instance.

Going with that theory I think enemy CR should be a little bit more variable. You might get lucky and get good odds or a large group might spot you and the fight starts. In addition to whatever strategic advantage you would get you might get better odds than actively looking overall, but it might be a little of a nail-biter waiting to see what you're actually up against. This would also balance people always using it as an easy way to get better odds.

Also: An option to intentionally ambush could come only with a scout spec made for that purpose.
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vet combatL1 wv1,0,0

Posted May 13, 2009, 2:11 am Last edited May 13, 2009, 2:14 am by 4saken
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Scout spec: Ambusher!

I may squee at this.
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vet wv paintladder ww0,3,0

Posted May 13, 2009, 7:03 am
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Going back for a moment to the original topic, it might be neat to have car versus creature combat. Both many big creatures versus cars and one -very- big creature versus cars. Perhaps a mid-sized creature with minions.

Rare perhaps but it would occasionally be interesting to get chased by the DW equivalent of a pissed off elephant or fight something two- / five- stories tall
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vet

Posted May 13, 2009, 5:36 pm
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Jaguar said:
Going back for a moment to the original topic, it might be neat to have car versus creature combat. Both many big creatures versus cars and one -very- big creature versus cars. Perhaps a mid-sized creature with minions.

Rare perhaps but it would occasionally be interesting to get chased by the DW equivalent of a pissed off elephant or fight something two- / five- stories tall


was going to say the same thing, roadkill would be a great touch
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted May 14, 2009, 12:13 pm
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Jaguar said:
Going back for a moment to the original topic, it might be neat to have car versus creature combat. Both many big creatures versus cars and one -very- big creature versus cars. Perhaps a mid-sized creature with minions.

Rare perhaps but it would occasionally be interesting to get chased by the DW equivalent of a pissed off elephant or fight something two- / five- stories tall


Heck yeah!!  This sounds like fun to me!
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vet marshal wv

Posted May 14, 2009, 12:40 pm
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Taking this idea a little further... how about the posibility of finding abandoned vehicles, wrecks etc? It would certainly increase the importance of fighting mechs.
Lets face it how many times have we had to leave loots cars and weapons behind?
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vet marshal wv

Posted May 14, 2009, 1:22 pm
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General Mayhem said:
Taking this idea a little further... how about the posibility of finding abandoned vehicles, wrecks etc? It would certainly increase the importance of fighting mechs.
Lets face it how many times have we had to leave loots cars and weapons behind?


Indeed. To use RPG terms for ease of reference, essentially, you run across a dungeon (whether it's open ruins, ruins inside, interesting land feature, smaller new map, or just one of the current maps with something else generated). For some of them, they may be suitable for cars, some for both, but for others, it may require that you get out and use your gangmembers on foot which would help give handgunners more things to contribute in a unique way.

Possible encounters might be something like:

Pirate playing dead with a car; when approached (perhaps contingent on more than just one approaching and what not), an appropriate number of cars appears in the distance. Enough distance to allow set up but close enough for an "Oh poop!" moment.

Non-pirate version might be a trader who needs parts or a lift (or has them). A junker. An abandoned car. Etc

Pirate playing dead with a person. Same idea but with pedestrians. Same for non-pirate versions.

Alternative ambushes would have pedestrian pirates appearing to shoot at your cars for the occasional car vs ped combat. Peds would have to have height and cover of course to make it fair.

Non pirate encounters might be old ruins like a garage or warehouse or factory. Or a football or soccer stadium. Maybe an old house.
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vet

Posted May 14, 2009, 6:59 pm Last edited May 14, 2009, 7:41 pm by Jaguar
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I actually like number 3. Coming upon an encounter in progress between NPCs would be a nice change. Wouldnt seem so hard to impliment, just like an escort of traders you are on their team OR you choose the pirates team. Can just have a pop up when the encounter starts which side you want to join.
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vet wv elmsautumn pvp1

Posted May 14, 2009, 7:22 pm
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One might also encounter a fortified position (city, ruins, etc) that one has to assault with ones cars. Or that is being assaulted. Similar to the pirate vs trade scenario but with slightly different setup. If the pirates are attacking a position, they're being pirates. If traders, they might be trying to rescue someone or similar.
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vet

Posted May 14, 2009, 7:42 pm
*Ayjona*
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At the risk of sounding a bit... bump-y ;) : Sam, did you come across this thread? Many great suggestions, to my (admittedly non-developer) mind.
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vet marshal wv

Posted May 21, 2009, 1:33 am
*Ayjona*
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I simply will not yield! Sam shall see this topic, or I shall die bumping!
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vet marshal wv

Posted Jul 17, 2009, 5:01 am
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