What? A turret that can hold and use colonist weapon.
Why? Turret mods could only come up with like 4-5 turrets before being redundant, and with fixed turret stats.
While colonist weapons has a wide range of stats, some tailored for certain situations, and even more if you add mods.
How? I am not sure how a weapon is "equipped" by something (the one with the "click" sound).
But I noticed that you can make tables that could be tasked to hold specific items in the storage menu.
That, or attach the weapon using "Bills".
Maybe categorize the turret as another faction entity that does not require sleep, meal, nor has mental breakdowns and moves.
Actually, the SWORDS is a mobile real life version of this turret I envision. A modular weapon system
http://en.wikipedia.org/wiki/Foster-Miller_TALON
What I'm to say here is that this might be the next correct step in turret technology.
Real life is doing it, it's going into history as we speak, the future will be asking us, "where were you?"
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Even further, for Tynan and the Devs, seeing how we can make energy Shields, I thought why not create a field that is placed underground or on walls and have it detect intruders? or even better, acts as a spotter for turrets that could fire at a distant enemy at reduced accuracy?
The system would probably be similar with the boxed area coding that you made for pathing, just that this is another layer for "security". Being the awareness of where the intruders are or even make alerts of intruders or hostiles based on the range of these sensors. Why not add a main (security) computer made from lots of AI cores or an AI persona? And make automatic turret available after this was made, since we've seen mounted turret mods right?
I have a turret like that in the Miscellaneous Mod.
The Turret Base is a turret, that needs to be equipped with an available weapon.
This comes in two versions: a manable turret and after research also an automatic turret.
More research allowes the reduction of the reload time.
Does this fit for your mod request? :)
WUNDERBAR!
Downloaded and tried. It's good.
Though having a 4 seconds cooldown instead of the weapons's is kind of a letdown. But hey, at least you can have more of them than colonist :) Thank you.
The increased cooldown is intentional. You can set it to 0 and the multiplier to 1 and you have the original weapon cooldown, but I find it a bit overpowered, when the turrets can fire with the same firerate as normal colonists. Because of that I've added a bit of additional cooldown to it to balance it out :)
And the next generation will get a new addition to it, but you'll see when it's out ;)
Haplo your turrets are very very good when combined with the better guns mod
Thank you. I live to serve 8)