RimWorld
Do you play with Killboxes?
I personally don't play with killboxes, I find them to be cheap and boring.

Edit:
For some added clarification this is what I am referring to:
-Narrow, winding tunnels filled with traps or anything that can easily kill raiders.
-A funnel leading into one big open room that either has sandbags/embrasures with colonists/turrets behind them. Usually One way in and one way out.

Not what I referring to
-Static defences like walls around your base.
最后由 Sgt. Sarge 编辑于; 3 月 7 日 上午 7:18
< >
正在显示第 16 - 30 条,共 67 条留言
Nah they're too metagamey and chore like. But also I play with mods like a rimworld of magic where you can have pawns (as well as enemies) with classes and powers. So you have lots more tools to fight with enemies (though they have more tools to use against you too).

I can summon elementals and shoot fireballs, heal pawns, etc.

But even without mods I'm not a huge fan of meta gamey kill boxes. I'll end a run before they are needed. Now just simple defenses are fine but trying to exploit npcs to go a certain way for maximum kill efficiency isn't why I like playing this game. I like doing rp type of bases, so I utilize ideology a lot for building specific rps
最后由 psychotron666 编辑于; 3 月 7 日 上午 6:44
StockSounds 3 月 7 日 上午 6:45 
The only time I actually built a "Killbox" was one time I wanted to be really prepared to open an ancient danger, because the previous time I did it, I didn't know what would happen, and everyone died.

I typically just deal with threats as they come, since nothing is usually too tough on the difficulties I play at least.
TPTI 3 月 7 日 上午 6:47 
yes, a frag or Tec9 / SMG raider drops the colonists otherwise

STEP 1
Shotgun Tunnel on the first structure into 4 dotted wall cover
Only really need to Kite into the wall cover and use that, before the shotgun tunnel gets used in year 2/3 depending if rush guns
Survive year 1

Sniper RnG working well on the wall cover for me

bonus points
X sniper
X revolver X revolver
X Knifeman

In 2 tile wide shotgun tunnel
Absolutely shredding everything on Blood and Dust for first 2 years
最后由 TPTI 编辑于; 3 月 7 日 上午 8:00
I use killboxes, i dont make them ultra strong, I do throw in traps, But that comes with the risk of pawns or constructoids walkingt into them. I dont use fences.

Reason? I like to play the game in a relaxed manner, never played higher difficulties above rough.
I am really bad at seeing the risks in combat, so often things come out of left field.
Though sometimes dont play with a killbox.
The most interesting raids are sapper and sieges. Because i have to think of defensive contingiencies and i love making contigiency plans
RimWorld 3 月 8 日 上午 2:44 
No. It's gay
ambi 3 月 8 日 上午 7:40 
i try not to. if i do make a "killbox", it has to be immersive and believable. no crazy mazes with a million doors and spike traps.
posthum 3 月 10 日 下午 3:25 
What's even the point with all the sappers anymore? I sometimes miss beta 15.
Veylox 3 月 10 日 下午 3:36 
引用自 posthum
What's even the point with all the sappers anymore? I sometimes miss beta 15.

Anomaly drastically reduces the amount of sappers/breachers
Astasia 3 月 10 日 下午 4:13 
引用自 posthum
What's even the point with all the sappers anymore? I sometimes miss beta 15.

You don't need killboxes for sappers/breach raids, and they typically make up less than 20% of the raids you see (even without Anomaly), so it's not particularly relevant.
Markus Reese 3 月 10 日 下午 8:34 
I have a yes/no answer. Yes in that considering the way raids occur, one needs defences. No in that I try not to exploit mechanics and AI limitations to use them.

What I do is I use classic medieval style of defending that gives me advantageous positions to kill attackers. Think like bastions.

My most common strategy is bunkers and walls. I create 'killing fields' which allow my pawns to be spread out a bit more. Oddly I don't have screenshots. I don't have anything against walls and gates. That is a design thousands of years old. I just dont do the weird long snakey paths. Just make them need to cross fields.

A killbox imo implies that one uses the limitations of the game to do most of the work. VS strategy to focus on improving pawn survival.
Astasia 3 月 10 日 下午 9:34 
In RimWorld terminology a killbox is just a static position you kill enemies at, generally with cover for your colonists, and sometimes a secondary wall boxing it in to limit fire ranges and counter enemy snipers. If you have 4 open pillboxes positioned outside each of the 4 walls of your colony, that's a killbox. If you have no outer wall and you have some doors you regularly use as cover to shoot enemies when they come into your base, that's a killbox. If you have a specific corner you like to ambush enemies in melee at, that's a killbox. It's a location you kill enemies at, the "box" is the location you kill enemies in, not the structure of the defenses.

There are degrees of killbox, from truly basic setups like just a few sandbags or walls you use depending on which way the enemy is coming from, to more advanced setups that can exploit game mechanics.

Generally speaking, if you play the game on anything above basebuilder and don't use specific mods, then you probably have a killbox as it more or less becomes a necessity. Standing in an open field or behind random trees and shooting enemies as they come to you usually isn't viable (until very late game and very specific setups).

The "killbox" term has existed since very early alpha, long before many of the later exploits became known or popular, or were even a thing. You will hear the term a lot in guides and videos, you will see people mention them a lot, the vast majority of the time when somebody says a killbox in relation to rimworld, they do not mean any sort of exploitative structure, they usually just mean basic defenses. Things like trap mazes/corridors are also usually not what people are referring to, that's a different concept, a killbox is where your colonists/turrets kill enemies, not where enemies fall over and die to other mechanics.

This is a killbox:
https://steamcommunity.com/sharedfiles/filedetails/?id=3424502260

That's really just 5 people with clubs (I think they are actualy maces, but they look like clubs) standing in a room, but it's a defined location to defend from, so it's a killbox.
最后由 Astasia 编辑于; 3 月 10 日 下午 9:36
Benjamin Magnus 3 月 10 日 下午 11:32 
I like the feeling of a firing line. So while I do make a corridor of death, I try not to get very gamey. No maze, just a few traps at the end, and clear lines of fire for my colonists.
Mno 3 月 11 日 上午 4:03 
Yes, I'm bad at this game so I need them.
posthum 3 月 11 日 上午 4:58 
引用自 Astasia
引用自 posthum
What's even the point with all the sappers anymore? I sometimes miss beta 15.

You don't need killboxes for sappers/breach raids, and they typically make up less than 20% of the raids you see (even without Anomaly), so it's not particularly relevant.

The point is that sappers make killboxes obsolete.
最后由 posthum 编辑于; 3 月 11 日 上午 4:59
< >
正在显示第 16 - 30 条,共 67 条留言
每页显示数: 1530 50

发帖日期: 3 月 6 日 上午 10:41
回复数: 67