Quote from: CabbageFoot on May 05, 2016, 03:18:58 PM
I have looked at a bunch of posts and contemplated their ideas while adding some of my own, here is what i came up with:
IMO automation is garbage, it makes the game easy and low risk once. Turrets should only be manned, nothing should be automated. How does a turret automatically fire on enemies and not colonists? Black magic i say. I like the manned turret idea and I think that it should use the colonist's shooting skill to fire, it also should give no cover, but benefit from directional cover from sandbags or debris, and not full cover because you can't lean with a mounted turret. It would also be cool to have auxiliary research that progressively makes these turrets more powerful (helping to scale with difficulty of attack waves as game gets on). Every time you research an upgrade you need to apply a construction project onto the turret to apply the upgrades that you wish it to have, which means more material cost.
For instance:
+one upgrade could be called "turret - automated reloading" - allows you to power the turret and increase it's reload rate by 50%(or something) needs to have power supplied to work. * cost steel + components
+another example "turret - reinforced plating" - increases turret's hp and gives the colonist using it more cover. * cost steel
+another example "turret - guardian shield" - while reloading a personal shield (which protects the turret and colonist) is enabled at the cost of power (this could be really expensive in protracted fights). * costs components + plaststeel
+another example "turret - smart aim" - at the cost of power enhances the chance to hit. *c ost AI-core + components
These turrets could be modular where you can toggle all of these features (while the colonist is controlling it) if you have them researched. They should shoot many bullets in a burst (like 10-15) and have a low base chance to hit per bullet like a mini-gun and have a really slow base reload speed. With this system turrets shouldn't blow up, but should be subject to mechanical failure if enough pieces get broken. Perhaps even much like mortars and low powered stoves there should be ammunition that you need to load into the gun and you could have a separate colonist try to reload the bullet reserves much in the same way (if you allow them even during a fire fight). If the turret is not mounted it should stop draining power because it isn't doing any of the functions stated in the upgrades that would cause power drain and the shield deactivates as well. Active power drain with all those things enabled could be substantial. Raiders might be inclined to seek out weak power facilities not defended by the base's walls, like oh say random geothermal plants in the middle of nowhere, to weaken the colonists' power capabilities to run these guns. Of course on the low end they cost no power but are respectively nowhere near as good, but better then nothing ;b
Please evaluate this idea, I think that it could greatly improve the game, but also i realize some of this will require a bit of coding to make it work properly, thankfully some of it should be salvageable from code that already exists.
Yup the game is faceroll as it is now, i think combat realism would suit you where weapons are mounted on turrets and has to be manned in the beginning, i personally do not like how raiders have unlimited ammo for molotovs and mortars, wich makes base building a waste of time.
If you're still going to use the mod combat realism unlike me i recommend not building a outside base.