Please allow us to mark desired factions as Kill on sight..

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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Zeal
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Wed Feb 11, 2015 1:55 am

I think it's super great that everyone isn't just declared an inhuman barbarian and waits for hostile actions to be taken before results, but I'm getting a bit tired of bandits waltzing past all my guards and turret defenses "peacefully", only to ambush my farmers and researches. At which point my turret defenses are completely useless. Aside from watching every angle of my town at all times, there's just no way to prevent my non-fighters from being knocked out cold because my guards freely let them pass.

I wouldn't mind just having guards nearby protecting them for when that happens, but the problem is that Every single person not on non-combat goes swarming to that one location that the issue is occurring, and then just sit around lingering, opening up other areas as unguarded.

I already know that those bandits are up to no good, and it's only going to end badly, so please allow my faction to be somewhat intelligent about it.
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PnzrNorm
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Fri Feb 13, 2015 7:56 pm

Usually the "Attack Unprovoked" action sets both your and their factions' stances to hostile for an indefinite period of time.

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Mattk50
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Fri Feb 13, 2015 11:30 pm

PnzrNorm wrote:Usually the "Attack Unprovoked" action sets both your and their factions' stances to hostile for an indefinite period of time.
certain factions will lose relations every time you kill one of their people, but others wont. the faction relations system is currently very unclear to me and there doesnt seem to be any way still around to raise faction relations.

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Zeal
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Sat Feb 14, 2015 4:05 am

PnzrNorm wrote:Usually the "Attack Unprovoked" action sets both your and their factions' stances to hostile for an indefinite period of time.
Only to that squad and/or for a LIMITED amount of time. I have to attack unprovoked every single time i see bandits rushing through my base. If i don't do this manually every single time, then they aren't considered hostiles until they take the first whack at my people.

Having to babysit them is preventing me from being able to do anything else. I'd just keep that gate around my base closed, but.. you know. that works so well ;)
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Potocobe
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Wed Feb 18, 2015 3:35 am

Good idea! While you're at it make my people that are researching defend themselves when they start getting attacked. You can love your work but good god man someone is hitting you with a stick! Defend yourself!

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PnzrNorm
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Wed Feb 18, 2015 5:37 pm

Potocobe wrote:Good idea! While you're at it make my people that are researching defend themselves when they start getting attacked. You can love your work but good god man someone is hitting you with a stick! Defend yourself!
Did you make sure 'Non-Combat' isn't toggled on?

bk3000
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Sat Mar 07, 2015 4:23 am

Zeal makes a pretty good point about the turrets and other guards being useless as is. You could put turrets IN your base to compensate but that is rather asinine, isn't it?

Yeah I'd just assume my people attack factions with bad relations on sight. Rather than having to mark them especially(or really make any UI changes), I think this behavior should simply happen for those of my members with "chase" selected as that would seem to be a complimentary behavior.

Then the wording of "chase" itself should probably be replaced by "attack on sight," "hostile," or "guard." Since an option to kill any bad relation faction despite combat status would also cover attacking those who are attempting to flee, the "chase" option would be redundant.

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Hatsune_Neko
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Sat Mar 07, 2015 4:32 am

it could also just be part of the upcoming war/diplomacy mechanics.
which should give you kill on sight for that faction you're at war with.
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