Quote from: litlbear on October 05, 2014, 05:42:00 PM
I think the turrets should be stationary and would be like mortars, a colonist has to operate them.
Turret's are not a problem, I don't see why you think they need changing.
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Show posts MenuQuote from: litlbear on October 05, 2014, 05:42:00 PM
I think the turrets should be stationary and would be like mortars, a colonist has to operate them.
Quote from: stefanstr on October 05, 2014, 02:50:38 PM
In the thread about bringing colonies out into the open, one of the topics that struck a chord with me was turrets. I would like to sum up some of the thoughts from that thread and put them under discussion. I think this is an important enough topic to warrant its own thread.
Problems with turrets:
- they are unrealistic: all other defensive options require direct operation (including mortars). Where would a ragtag band of colonists find the measures to create such elaborate AI systems right upon landing?
- they are anticlimactic: they tend to lead to a passive defense style and killbox galore: the easiest way to defend yourself is to set up a bunch of turrets and hide until the enemies are dead or badly weakened
- they don't sit well with the colony sim theme: they make the game more of a tower defense than a colony sim. Maybe not a minus for everyone, but I find this at odds with basically every other element of the game.
The proposed solution:
- make them a researchable item so they aren't available at the start
- the basic turret should have a console coupled with it (similar to the comms console) that would need a colonist to man it - one console would operate maybe 3-5 turrets max.
- an advanced console could be researched and created with use of an AI persona core, at which point turrets would become automated, as they are now.
Let the discussion begin.
Quote from: stefanstr on October 05, 2014, 02:34:11 PM
I agree with Produno there is no need to read the whole thread. We know that Tynan is looking at this thread so if an idea gets repeated, the chance that he will consider implementing it increases.
And it is a good point about the necessity of mining. Mining resources can lead to you having half a mountain base dug out without any conscious decision. Mountain bases are far too cheap currently, compared to outside bases. Whether you look at resources needed, safety or time, a mountain base will ALWAYS be the easier choice. Unless you are playing on a very flat map and have no other choice...
Either mining needs to be made more costly or there need to be some inherent plusses to build outside. Otherwise, it will always be better to make a mountain base.
Also: to add visibility to one of the important topics discussed here, I have created a new thread about turrets. Comment away:
http://ludeon.com/forums/index.php?topic=6618.0
Quote from: Rahjital on October 01, 2014, 11:21:50 AM
Removing automatic turrets is not a solution for killboxing abuse, but for the problem that it is possible to get practically infinite firepower with as long as you have enough metal. A single killbox can take dozens of turrets, and if that still isn't enough for some reason, you can just build another killbox behind it and chain them as much as you like. Without turrets, you would always only have as much firepower as many colonists you have. It would not remove the strategy of turtling yourself up in a hole, but it would stop it being vastly superior to all other strategies.
Nobody is objecting to defense being a viable strategy, people just don't like it being the only viable strategy - which it currently is once you are far enough into the game, because fighting off hundreds of raiders with just your colonists is rather futile.
And that's not mentioning other problems with turrets: they take many colonists' roles in combat. I'm pretty sure many people who like turrets would object if we could build an unlimited number of robots that could cook, construct or research, yet it is essentially the same thing. Perhaps turret removal should get it's own thread?
As to other problems, the combat side of the game is not too strong. It can be fun in a city with plenty of passageways and buildings to block the line of sight, but there aren't many tactical options if you fight in the open, and especially not in a typical mountain base. I suppose that's a part of why people want to automate the defense and just want the raiders to die under a hail of turret fire without having to do much. Perhaps if the tactical part of the game was expanded and improved, people would try it out more instead of hiding behind turrets?
Quote from: JimmyAgnt007 on October 01, 2014, 10:54:52 AM
ah ok, i think i mentioned something about sandbags giving a bonus somewhere. I think a better word to use in this case would be a pillbox. concrete bunker with a heavy weapon and armored door. would be rather neat!
Quote from: JimmyAgnt007 on October 01, 2014, 10:24:47 AM
he just stated that if he was going to do anything 3D he would do it all the way and not just some shoehorned code. either way i dont think its on the TODO list for the time being.
Quote from: JimmyAgnt007 on October 01, 2014, 09:36:27 AMI agree I don't think it's right to kill playstyles, the more option's the better. I was just pointing out that the other changes suggested will only make the problem worse with open colonies. You also have to remember how hard is it going to be to improve the AI enough to protect itself from abuse.
Tynan has stated he doesnt want pseudo z-levels like towers, battlements, and i assume trenches and tunnels.
killboxes can be mitigated simply by allowing the raiders to learn to avoid them. first attack might see them all die in one, but the next might say that digging through the wall is a better idea. so you then surround your base with killboxes. then the raiders just drop pod in. then your base is made entirely of killboxes. we cant get rid of them so lets not try. besides, one good mech raid and they tear through them like paper. the whole system will evolve as updates are released and AI improved. but rather than kill off playstyles, we need to allow for all kinds. turret spammers, dwarfers, whatever.
Quote from: stefanstr on September 30, 2014, 04:25:13 PM
It would be a big epic battle if we also had 100 colonists. 10 against 200 is not epic in my mind.
Quote from: Anarak on September 30, 2014, 04:02:40 PM
Ah, i understand what you are saying, it's just that i thought toning down the number of enemies is the #1 thing to change n ppls mind, and should be taken into consideration before any further tweakings. By suggesting a slower mining speed, or a mining tool(for example), it already has lower number of enemies in mind. I think It's been mentioned a couple times in this thread alone, together with a more diverse behavior/goal for enemies.
Quote from: Anarak on September 30, 2014, 03:23:30 PM
We'll have to agree to disagree then. While giving better defenses is a way to make building outside worthwhile, it's useless if it becomes too easy (thus boring) to build inside. We (at least most of us in the topic) are trying to make building outside more viable, not dwarfing easier while at it.
Or we balance outside and inside (sticks, carrots, features, investments, etc) or we just add goodies to being outside (happy events, specific types of resources that are only in the open, better trade offers, etc).
We really don't want to create another problem while fixing one.
Quote from: Anarak on September 29, 2014, 06:19:48 PMQuote from: jaeden25 on September 29, 2014, 05:10:49 PM
I think everyone is missing the real problem here. I think the lack of defensive choice in turrets, their weakness to explosives, and their high cost to build are too blame.
Not THE real problem, but one of the problems nonetheless. It's not the real problem because if you had better turrets to make it easier to defend open colonies, it would make it even easier to defend inside ones.
It should be one of these: Or open colonies get as many advantages and drawbacks than mountain ones OR building into a mountain is a technological or economical investment. Currently it's neither.Quote from: jaeden25 on September 29, 2014, 05:10:49 PM
Sieges are too hard to kill at the moment, when they are far away it's hard to get colonists to attack without them having mental breakdowns on big maps. We need a way to them to sustain their needs away from the colony, we have bedspots which are good, but we need some way of taking food reserve to camp out around the siege.
Like other things it depends on the AI director and challenge intensity, but i agree with the mental breakdowns and supplies.
I already suggested that there should be an "ADRENALINE" mood buff whenever the pawn is within some radius of an enemy and even a small buff when it's drafted.
As per the supplies, I'm together with those who want a (better) slot system, be it general purpose slots or a tool slot or carry slot. Wanna go on the offensive? Pick a few provisions and hit the road. There could be even a new type of cookable/producible food that lasts longer and tastes like nutrient paste and is used in such incursions, perhaps even if someday we get to raid other camps as well.
Overall i think the moral systems need a lot of reworking, i have a few ideas myself but let's wait for 7 and see what Ty has been cooking up.