My proposal for the turret problem.

Started by Produno, November 07, 2013, 06:29:59 AM

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Zanfib

The problem with turrets is paradoxical. They are simultaneously too powerful and too weak.

They are too powerful, because there is no real limit to the number of turrets the colony can have. This means that they can be built in such numbers that they reach a sort of ‘critical mass’ where they enemy is wiped out so quickly that your colony never faces any risk whatsoever.

Turrets are too weak, because if you don’t build them in such massive numbers they are simply more trouble than they are worth. They are not strong enough to defend an isolated area alone and their death explosion makes them more of a liability than an asset when put with your main defence line (unless you build so many of them that they outnumber your actual colonists).

My suggestion is to restrict turret numbers (by making them need unique components that can only be purchased by weapons traders and also by requiring colonists to operate them) while also increasing the strength of individual turrets by removing the death explosion and increasing their health.

Galileus

Quote from: Zanfib on November 12, 2013, 04:40:09 AMMy suggestion is to restrict turret numbers (by making them need unique components that can only be purchased by weapons traders and also by requiring colonists to operate them) while also increasing the strength of individual turrets by removing the death explosion and increasing their health.

This is a hard-cap, and such solutions should be implemented only if there's no way to find a working soft-cap (cap that works on game rulesets and mechanics). Mor importantly, this solution was posted here for at least 20 times, and sometimes in much nicer way (Mumble's CPU power diea that could be then refined into mechanic itself).