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Messages - JimmyAgnt007

#1021
General Discussion / Re: Alpha Seven
October 01, 2014, 01:55:22 PM
Quote from: Matthiasagreen on October 01, 2014, 12:45:15 PM
Although I meant to say October 2nd in the post above, I was pretty spot on.

+1 Internets for you Sir!
#1022
does alternating solid wall with sandbag help?  #-#-#-# and have the colonists behind the solid wall?
#1023
agreed.  im going to try a long term open town, im thinking jungle.  i will mine only to clear area and gather resources, but nothing under a mountain.  see how things play out. 
#1024
I think things should be geared towards balance while playing without killboxes.  Yet not stopping people from using them.  so the people who dont like them can play without them, and those who do can do it.  if you are making killboxes then you want an easy defence, so making it easier for the sake of those who dont use them wont really change much.  (if you can follow that logic, kinda confusing)  basically it means, you shouldnt NEED killboxes, but they are there if you want.
#1025
in reality, if you got the material (including money) then building lots of guns is a valid method of keeping safe.  thats the whole point of the military. (lets keep politics out of this) so we should keep them.  maybe turrets shouldnt be available from the start? research to unlock them, then improve them.  zerg rush raiders are only in the game because thats all the AI can handle for now.  each new version will have fewer raiders who act better or are individually more powerful. 
#1026
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!
#1027
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.
#1028
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.
#1029
automated turrets should stay, if you have no fighters at all then you still need some kind of defense.  they are in a weird place right now, overpowered if you spam them, underpowered on their own and blow up quick.  thats why they need a limiter of some kind without nerfing them in the early game.  also you dont really need a mod to remove them, just dont build them. 

that being said, without turrets, what kind of defenses can we build?  spiked pitfall traps? tripwires? snare traps?  those are just the primitive ones, what about a minefield or maybe camouflage for your snipers so they can shoot but the effective range of the enemy is reduced.  if your guys are behind sandbags then the weapon is considered mounted and gets a bonus to accuracy.

raiders aside, another reason to leave the cave would be fishing! 
#1030
Quote from: Anarak on September 30, 2014, 05:39:24 PM
I like turrets :(

But i also think there should be a limit. A control console is a nice one, perhaps it requires the research skill, putting those techs guys to good use (might need a new renaming tho).

Good call on the research skill.  its kind of useless after everything is researched.  maybe it determines how many you can control, and shooting skill translates to the turrets skill.
#1031
General Discussion / Re: How buggy is Alpha 7 yet?
September 30, 2014, 08:16:57 PM
And then we tell him the wine barrel is full of them.  He goes looking for it but cant find the barrel and thinks we are just making it up.  Then we go to show him and its like the barrel is gone and we feel silly.
#1032
Maybe a manned turret control console.  Like the comms console.  each one needs to be manned for turrets to work, and can only support say (reaches into thin air) 6 turrets.  or maybe the limit is based on the shooting skill of the user.

this combined with raiders who, once discover a killbox, avoid it and try another way.
#1033
at what point does dedicating a thread just for raider AI constitute sweeping it under the rug?  I just mean that we have one thread for the AI and one for any other features we can try to get people in the open.  thats all.
#1034
Ideas / Re: Make Mortar Shells Extremely Bloody
September 30, 2014, 08:47:00 AM
Buy from Ex-Mil Explosive Emporium!  Our shells will butcher your meat for you!
Ex-Mil Explosive Emporium is not responsible for it's shells being used to hunt anything but wild game.
#1035
I think the raider AI will get improved.  hes already stated how difficult it is to work with AI and get it working right.  The zerg rush mentality is just the basic framework.  He added sieges.  He will add more, but the rest of the game needs love too and thats where his focus has been, as it should be.  he mentioned before that hes taking notes with this thread so even if the next few updates dont do much with raiders they will be on his list.  we can have a whole thread dedicated to raider AI, maybe those of you who had lots to say on them should make one.  lets focus this thread on other means, and assume for the moment that raiders remain the same, or will be improved in time.  yes i know they are related but they are both big topics.