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RimWorld => Ideas => Topic started by: Stealth on June 03, 2015, 06:27:49 PM

Title: Watch tower
Post by: Stealth on June 03, 2015, 06:27:49 PM
I think it'd be nice if we could make watch towers for our snipers. It would allow them to shoot from an elevated position which could give them a range bonus and allow them to shoot over walls (would work for any ranged weapons).
Title: Re: Watch tower
Post by: Kraehe on June 03, 2015, 06:29:37 PM
Sounds good
Title: Re: Watch tower
Post by: Adamiks on June 03, 2015, 06:46:28 PM
+1
Title: Re: Watch tower
Post by: Euzio on June 03, 2015, 10:07:23 PM
+1

Tynan if you see this, please put this in!

Considering what we can build with this game, having watchtowers or sniper towers would be an awesome choice. And while we're at it, allow us to have a "Guard" option whereby we can designate a colonist to be a tower guard such that he/she will man the watchtower and act as the first line of defence to try and trim or slow raiders down.
Title: Re: Watch tower
Post by: Elixiar on June 04, 2015, 07:39:15 AM
Sometimes as a colony gets to a certain size and high population, people get idle as there isn't always a lot of work to do. Being able to assign a 'guard' like said above would be nice if it was a job. Like hunting they would go stand in the watchtower and fire if hostiles came in sight.
It doesn't seem very practical, but it would help with those pesky idle colonists.
Title: Re: Watch tower
Post by: JimmyAgnt007 on June 04, 2015, 10:06:35 AM
this has been suggested before, the response from Tynan was that it would involve pseudo z-levels and he wont do that.  if he does z-levels he will go all the way or not at all.
Title: Re: Watch tower
Post by: Regret on June 04, 2015, 06:39:22 PM
Quote from: JimmyAgnt007 on June 04, 2015, 10:06:35 AM
this has been suggested before, the response from Tynan was that it would involve pseudo z-levels and he wont do that.  if he does z-levels he will go all the way or not at all.
I was thinking something similar, why half-ass z-levels?
Title: Re: Watch tower
Post by: Jurgio on June 06, 2015, 02:38:12 PM
+1
Title: Re: Watch tower
Post by: Leird on June 06, 2015, 06:53:06 PM
I don't know about Z-levels, but i wouldn't mind if just guard zones where added. Places where you could tell your colonists to stand guard against animals or intruders.
Title: Re: Watch tower
Post by: Kraehe on June 06, 2015, 07:10:48 PM
Quote from: Leird on June 06, 2015, 06:53:06 PM
I don't know about Z-levels, but i wouldn't mind if just guard zones where added. Places where you could tell your colonists to stand guard against animals or intruders.

Including other colonists bringing them food and that you can make som kind of guard cycle. So you can play better without improvised turrets.
Title: Re: Watch tower
Post by: Leird on June 07, 2015, 04:55:36 AM
Quote from: Kraehe on June 06, 2015, 07:10:48 PM
Quote from: Leird on June 06, 2015, 06:53:06 PM
I don't know about Z-levels, but i wouldn't mind if just guard zones where added. Places where you could tell your colonists to stand guard against animals or intruders.

Including other colonists bringing them food and that you can make som kind of guard cycle. So you can play
better without improvised turrets.

Something like that. Would also make alot of sense to be able to tell your guys to stand guard.
Title: Re: Watch tower
Post by: Bodog999 on June 07, 2015, 06:29:12 AM
Instead of getting a Z-level why not give colonists a range bonus when they are in it and make projectiles fly like mortars? So they can pass over mountains.
Title: Re: Watch tower
Post by: jega on June 07, 2015, 06:46:39 AM
Quote from: Bodog999 on June 07, 2015, 06:29:12 AM
Instead of getting a Z-level why not give colonists a range bonus when they are in it and make projectiles fly like mortars? So they can pass over mountains.
I like the flat range bonus idea. I can see how that could be useful.
Title: Re: Watch tower
Post by: Mechanoid Hivemind on June 07, 2015, 10:32:13 PM
You tell them to use it and and they get the ability to shoot over walls and the higher range. But it takes them some time to "climb" the tower or get set up and ready to shoot even put a bed up their cause i like the darkeye deathjacks alot and more times than not i have a better artist or researcher. So they could sleep there. To keep them from being idle. 
Title: Re: Watch tower
Post by: jamesinar on June 08, 2015, 01:46:55 PM
Make it a sniper nest. The enemy can't see them until they are very close and they get a range and accuracy bonus.
Title: Re: Watch tower
Post by: Wild Card on June 08, 2015, 01:53:46 PM
Or maybe a deployable sniper rifle? there`s a mod that has a deployable A.M gun so it could be like that. Requires a Sniper rifle to build and add + 10 or 15 range and cover to the one wielding it ?
Title: Re: Watch tower
Post by: Play2Jens on June 08, 2015, 03:38:47 PM
I like the watch tower thing. It seems pretty realistic, giving the game new tactics, but probably hard to code. I've seen the watch tower being frequently suggested before. I think someone should make a mod for it, see if it's possible.

On the other hand I don't see the use of guard duties and patrols. This would only be useful if the game had Fog of War, which it doesn't. At this moment, you'll even get a clear message if and when they will attack. You can even check the exact location of the enemies and predict where they will go Why would you need a few man to 'check' for raiders anyway? Later on in the game, they would straight ahead get killed by the sheer amounts of raiders.

Besides, a colonist which is idle is a bad excuse for a guard duty. It might be possible that they are patrolling all day. but in the evening, when they go for joy activities, a raid might happen and you have to draft every spare man or woman anyway. Certainly with a11, when raids will be more brutal.

In this type of game I will never see a "patrol" duty coming. "off-map scouting missions" maybe, to spot or sabotage the enemies before they enter the map. Combat training on the other hand is always welcome, although that already exists in mods.
Title: Re: Watch tower
Post by: Play2Jens on June 08, 2015, 03:40:39 PM
Quote from: Wild Card on June 08, 2015, 01:53:46 PM
Or maybe a deployable sniper rifle? there`s a mod that has a deployable A.M gun so it could be like that. Requires a Sniper rifle to build and add + 10 or 15 range and cover to the one wielding it ?

This seems more realistic. a sniper or machine gun nest build into a wall is comparable to a tower (extra defense + extra accuracy) and would be much easier to code.
Title: Re: Watch tower
Post by: Adamiks on June 09, 2015, 10:30:39 AM
Quote from: Play2Jens on June 08, 2015, 03:40:39 PM
Quote from: Wild Card on June 08, 2015, 01:53:46 PM
Or maybe a deployable sniper rifle? there`s a mod that has a deployable A.M gun so it could be like that. Requires a Sniper rifle to build and add + 10 or 15 range and cover to the one wielding it ?

This seems more realistic. a sniper or machine gun nest build into a wall is comparable to a tower (extra defense + extra accuracy) and would be much easier to code.

Actually for this type of building you need only one xml (or more if you're creating new gun) and textures. But if you want make it 100% realistic you will need DLL's because guy with 0 shooting level will can kill everyone using this turret.
Title: Re: Watch tower
Post by: Play2Jens on June 09, 2015, 11:39:22 AM
Quote from: Adamiks on June 09, 2015, 10:30:39 AM
Quote from: Play2Jens on June 08, 2015, 03:40:39 PM
Quote from: Wild Card on June 08, 2015, 01:53:46 PM
Or maybe a deployable sniper rifle? there`s a mod that has a deployable A.M gun so it could be like that. Requires a Sniper rifle to build and add + 10 or 15 range and cover to the one wielding it ?

This seems more realistic. a sniper or machine gun nest build into a wall is comparable to a tower (extra defense + extra accuracy) and would be much easier to code.

Actually for this type of building you need only one xml (or more if you're creating new gun) and textures. But if you want make it 100% realistic you will need DLL's because guy with 0 shooting level will can kill everyone using this turret.

Is it hard to mod this? I know the Superior Crafting mod has turrets colonist can mount, which is pretty similar. Towers are still kind of out of the question for me. With the current game engine, it's impossible to check heights of things.

Trenches might be cool. Pawns which are in trenches get the same cover bonus as behind rocks or sandbags. A trench and a piece of cover in front of it would give the same cover as a wall, but pawns wouldn't be able to attack.
Title: Re: Watch tower
Post by: Adamiks on June 09, 2015, 11:55:00 AM
Quote from: Play2Jens on June 09, 2015, 11:39:22 AM
Quote from: Adamiks on June 09, 2015, 10:30:39 AM
Quote from: Play2Jens on June 08, 2015, 03:40:39 PM
Quote from: Wild Card on June 08, 2015, 01:53:46 PM
Or maybe a deployable sniper rifle? there`s a mod that has a deployable A.M gun so it could be like that. Requires a Sniper rifle to build and add + 10 or 15 range and cover to the one wielding it ?

This seems more realistic. a sniper or machine gun nest build into a wall is comparable to a tower (extra defense + extra accuracy) and would be much easier to code.

Actually for this type of building you need only one xml (or more if you're creating new gun) and textures. But if you want make it 100% realistic you will need DLL's because guy with 0 shooting level will can kill everyone using this turret.

Is it hard to mod this? I know the Superior Crafting mod has turrets colonist can mount, which is pretty similar. Towers are still kind of out of the question for me. With the current game engine, it's impossible to check heights of things.

Trenches might be cool. Pawns which are in trenches get the same cover bonus as behind rocks or sandbags. A trench and a piece of cover in front of it would give the same cover as a wall, but pawns wouldn't be able to attack.

Like i said. In general it's easy to make, but if you want make it more logicial you will need dll's, because colonist just allow manned turret to fire, colonists don't actually firing by themselfs so they can be even blind.
Title: Re: Watch tower
Post by: Wild Card on June 09, 2015, 03:17:58 PM
maybe smt like in crafting could be added...a slider with a must have min of 10 shooting skill to operate, just like the slider for crafting...but in a frozen position.
or make the reload times dependent on shooting skill?