There should be different types of defenses in my opinion. Things start to get dull after a while.
New Resource to build some of those walls and perhaps other defenses. It is called stone and can be mined from walls anywhere. In order to find stone with in larger quantities you need to find large deposits of stone. They should be in the color of grey.
Defense Research: Reinforced Walls----->Improved Fortification
Your regular Walls
Stone Walls-3 Stone/2 Stone 100 Health
Scrap Metal Walls-3 Metal/2 Metal 130 Health
Your improved Walls: Reinforced Walls
Concrete Walls-5 Stone/3 Stone 150 Health
Steel Walls-5 Metal/3 Metal 200 Health
Barricades
Sand Bags-4 Stone/2 Stone 300 Health
Debris Bags-3 Stone 3 Metal/2 Stone 1 Metal 600 health
Trenches-Cost nothing, but lots and lots of time.
Fortified Defenses:Improved Fortification(Requires Reinforced Walls)
Concrete Bunker-40 Stone/10 Stone 800 Health(Holds up to 2) 2 x 2. Can be expanded by merging bunkers.
Blast Door-30 Steel/20 Steel 1000 Health
Decorations:
Blue, Red, and other Colored Walls(Organic Dye)
-Requires 2 metal
TV and etc.
Anti-Defenses:
RPG-7(Can be reloaded, but takes 5 seconds)
AOE: 2x2 Squares
Damage: 150 to Structures; Incapacitates People on hit.
Flamethrower(Prays flame everywhere, it has a fire rate of 2 seconds per spray and takes 10 seconds to refill the tank)
AOE: 1x5 Squares
Damage: 15 x 5 sprays; collateral fire damage(small fire)
Breaching Charge(Anti-Colonist version of Blast Charge)
AOE: 2 x 2 Squares
Damage: 300 to structures; disable colonists
Futuristic Weapons
HVC-2(hyper velocity cannon that is a 1 time use)
AOE: 1 x 1 Square
Damage: Instant Death/Destruction of Building
AOE: 2 x 2 Squares to 3 x 3
Damage: 300 Damage to buildings; Disables Colonists
HVC-17(fires a 6x6x10 inch tungsten rod at high-hyper sonic speeds , also a 1 time use)
AOE: 2 x 2 Squares
Damage: Instant Death/Destruction of Building
AOE: 3 x 3 Squares to 7 x 7
Damage: Disables Colonists; 300 damage to buildings
Special Abilities:
Raider
Laser Guided Missile: Used by raiders to destroy a powerful fortification, unfortunately it requires a line of sight to be fired. When activated, an area will be marked for destruction. The player must kill or disable the user before the missiles reaches target. It is useless after a 1 time use and cannot be picked up(would be unbalanced if true).
Colonists
Distress Beacon: Used by colonists to contact nearby ships for assistance. Assistance can in form of allied soldiers with 150 health and R-4 Charge Rifles, Resources and etc.
trenches too
Holo-Walls - the giving the feeling of more space for the room and spend light, but consume energy.
But back to topic:
Different walls with different HP are not necessary if it stands for now. Raiders going for the weakest part of the defense. If you leave a hole in your wall they will run for it around the whole map. Some explosive there and BOOOM! Raiders gone....
Maybe in a later version they will go for the walls if its the shorter way.
Maybe not a shortest way. Maybe what they consider the safest or most tactical way? They won't rush for anything that will leave them open to enemy fire for a long time or surrounded by lots of enemies.
Yeah, it should be a tactical decision. I mean, raiders should go to the weakest part if it makes sense, but if it's a killbox or funnel they should just use breaching charges to get inside your base
That's the thing though. Raiders will sometimes ignore an opening and instead attack a wall and cause a breach that way, to avoid a killzone EVEN if the opening is like 10 squares away. Happened to me on numerous occasions.
A great idea, breaching charges, or anti-armor rpgs that can break walls.
shields of different tech levels for people?
Would have a chance to block an attack that would have hit, but slows down the person immensly?
It would be rather interesting to see new defenses, however I believe the raiders may need a do over before then. More often then not they either absolutely destroy you or you make a mockery of them by leading them all into a killbox.
I'm going to add a anti-defense weapons. 8) Then we will burn some bad ass walls.
Quote from: Coenmcj on January 09, 2014, 04:00:45 AM
It would be rather interesting to see new defenses, however I believe the raiders may need a do over before then. More often then not they either absolutely destroy you or you make a mockery of them by leading them all into a killbox.
Late game, you always make a mockery of them. They need to be able to destroy your defenses effectively.
Though not in an overpowererd way, rockets,cannons i believe.
You can very effectively take them out with a minefield once you have those researched.. its actually pretty hilarious, they spawn then *Boom* before they even see my base.
The rockets I suggested above use only 1 shot, so they aren't absolutely OP. But the rpg-7 have a long reload of 5 seconds. I'll add the splash area for them.
That's a small mini nuke then. What about instead of mini nuke use a Thermobaric warhead?
Quote from: palandus on January 12, 2014, 12:02:03 AM
That's a small mini nuke then. What about instead of mini nuke use a Thermobaric warhead?
How about neither >_>
Why not just have a simple missile, that explodes on impact, you know, like a torpedo. It is basically a long-range hand grenade
Okay okay okay. I'll change the description to something less op. Okay? BUT THE STATS REMAIN THE SAME.
Quote from: Trensicourt on January 12, 2014, 11:07:01 AM
Okay okay okay. I'll change the description to something less op. Okay? BUT THE STATS REMAIN THE SAME.
It's not like these stats matter... :P
EVERYTHING MUST CHANGE<---no matter how ironic this is compared to my previous statement.
There shouldn't be insta-kill weapons, this is about story, and it isn't a tactical rts, and so you should at least have a chance to survive.
A long-range hand grenade is an RPG. RPG = Rocket propelled GRENADE.
Quote from: parkourwalrus on January 12, 2014, 04:00:28 PM
There shouldn't be insta-kill weapons, this is about story, and it isn't a tactical rts, and so you should at least have a chance to survive.
What if there are laser pointers or charge signals on the insta kill rockets? Besides, who cares if 5 or 7 colonists dies during one really massive raider invasion.
Quote from: Trensicourt on January 12, 2014, 06:52:36 PM
Quote from: parkourwalrus on January 12, 2014, 04:00:28 PM
There shouldn't be insta-kill weapons, this is about story, and it isn't a tactical rts, and so you should at least have a chance to survive.
What if there are laser pointers or charge signals on the insta kill rockets? Besides, who cares if 5 or 7 colonists dies during one really massive raider invasion.
But then their story ends, though a laser pointer would be acceptable. Remember, these are anti-defence, not antipersonell
They are only anti-defense. They are designed to crack walls and etc.
Also those laser pointers show where the rockets are going to hit. It will take the rockets like 10 seconds to charge up before they are fired. THUS YOU MUST either RUN or KILL the user.
*maffulo bump*
i love your game! i have played a lot! it is just amazing! but... i think it need a boutton for survivors goes directly in combat with a position recorded as a preliminary. like an alarm, one click above, its sounds and they go in defensive position!! (we have to build the alarm of course!) when I have too much survivor it is really boring to select them one by one, to give them the same place has each time... it's the only one big default for me!!!
Quote from: Tinou on January 16, 2014, 07:34:44 AM
i love your game! i have played a lot! it is just amazing! but... i think it need a boutton for survivors goes directly in combat with a position recorded as a preliminary. like an alarm, one click above, its sounds and they go in defensive position!! (we have to build the alarm of course!) when I have too much survivor it is really boring to select them one by one, to give them the same place has each time... it's the only one big default for me!!!
That is what this game needs!!!
Anymore suggestions? I don't want this thread go dead.
It would be cool if raiders would hover above the map in their ships, firing some lasers at your base, before dropping down and attacking.
On the subject of the AI moving into kill spots, you could make it so that the AI send more people on attackruns everytime and then lower their morale. Then the AI could send patrols to different parts of the base, for instance the small entrance to test the oposition, if they all get slaughtered the AI will try another way, for instance breaching walls or digging tunnels. In the case that the AI doesn't get slaughtered, their morale should be low so that they will leave early if enough of them die, then the added personel the AI has at its disposal (for probing the defences) won't matter cause they will flee, when they take too many casualties, OR if they get access to the stockpile they could simply steal some of the players resources and leave.