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.
Ultima modifica da Sgt. Sarge; 7 mar, ore 7:18
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Yeah, I find them efficient and proportionate to the game's highest difficulties

I also never play without commitment mode so increasing variance for no reason isn't really my go-to
I play with a variety of fortification mods (nothing crazy, just some additional cover, stationary machine guns ) and this had eliminated my need for killboxes completly, I can do the same job, depending on enemy type and strategy more effciently and my base dosn't have an ugly-ass box in one corner
Messaggio originale di Shas'O T'ros I'karra Mondruu:
I play with a variety of fortification mods (nothing crazy, just some additional cover, stationary machine guns ) and this had eliminated my need for killboxes completly, I can do the same job, depending on enemy type and strategy more effciently and my base dosn't have an ugly-ass box in one corner
I do this too, it feels much more natural.
I like blending defenses into base designs, so a killbox could be an "Entrance hall/yard" that I pretty up with something replaceable like tinctoria.
I use a combination of terraforming, Reinforced Walls + Doors, and a modded material for construction. My base is surrounded by a moat with only a small land bridge connecting it to the rest of the map. I have turrets covering the bridge, but no killbox per se (unless you count a 10x3 "airlock").

With what I use my walls have around 7k hit points, the doors have about 1700. Tougher than normal, but can be broken into by sappers (or more usually neanderthals). I lean heavily into the genetically/cybernetically enhanced super soldiers welded into warcaskets. I don't need a killbox when the entire open field in front of my base is a warcasket playground.
I do like to use traps. but I prefer to leave the landscape natural and just plant the traps where the enemies will be expected to path.

Works better in mountain and hill maps since they have to go through or around the terrain.
given i use a very broad definition of a kill box (3 parts, funnel, killzone, defensive layer - all of them being optional) i can only say yes.

i usually dont make use of funnels though.
I don't, I enjoy combat too much to simply prune all the fun out of the game with a death tube that opens into a death box. Totally unnessisary even on losing is fun with high wealth low colonist count, especially the more dlc you own. Often fight all over the map, going out fighting on whatever terrain is available.
A killbox is a pretty broad thing, and could very loosely be any form of static defense. I tend to have an entrance to my base that enemies come into, with some points of cover inside for my colonists to shoot at them from. This is of course a killbox, and is often even shaped like a box. There is no maze, traps, rarely any turrets, no use of fire or heat, nothing to slow them down or split them up. It's just a normal fight with the enemies but controlling where it happens and at which ranges.
I use history-derived defensive architecture, as best can be approximated in the game, if that's what you mean. An entry courtyard with one or two lines of protected fire ports, sally gates on the sides, sometimes even a small clinic built into one of the corners; without drawbridges or portcullises, I do tend to use a curved trap corridor outside the courtyard, as these are rare but historically attested replacements for entry bridges (or famously in Paris in combination). and with cheesy barricade chokes in place of a portcullis.
With a large enough fighting population I will set multiple entryways facing different directions, geography permitting.
I build using an open town style. All my buildings are separate with roads between them. No city wall, no turrets.
Lots of dead fall trap but still. Because I build "realistic" buildings. As in I don't have one large building with every crafting table next to stock piles but rather a tailorer, a machine shop, a masons building. I have several buildings to make my town with.

It doesn't matter which direction I'm attacked from. North, South, East, West or any thing in between. Even attacks from above and below. They are all the same.
My town is the death trap with roads and doors for my people to easily take cover, reposition and flank from the safety of a building.

I like the idea of having miniturests sprinkled around. Thing is they suck so fking hard that even if I had 20 through out my base 15 of them would blow up, damaging my base and kill a grand total of 0 raiders in the process.
Deadfall traps serve the same purpose (expend resources for damage) much better.
I'm only 90 hours in (still basically a virgin, lol) I have never progressed far enough to need a killbox, so no. Maybe one day!
Do I use killboxes? Yes. Do I use exploits to guarantee the AI paths into my killbox? No, but fingers crossed!

Killboxes are everywhere but let's call em what they really are, chokepoints.

Whether on an away mission or at your favorite base, everyone should use killboxes. Whether it is one you instructed your colonists to make or a naturally occurring one in the ruins you're invading I suggest using them all.

I think the real question shouldn't be if you use a killbox or not. The only answer that matters is are you having fun? The real question here is do you use exploits?
Ultima modifica da Ghevd; 6 mar, ore 21:45
If by killbox you mean mazes with endless traps, no. But adding an embrasure mod to simulate windows that I can fire from yes.
We all agree killboxes are gamey. It's an embarrassing question.
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Data di pubblicazione: 6 mar, ore 10:41
Messaggi: 67