Mechanoid Based Turrets

Started by SpaceDorf, February 20, 2017, 08:13:50 AM

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SpaceDorf

Another Turret suggestion, I know,

Fighting yet another Mechanoid Attack I was kind of sad that only Miniguns drop.

What If there was a Research that let's you turn dropped Mechanoids into Turrets ?

Use the Targeting System and Weapons of them to your advantage.
Maybe the first Tech-Levels aren't even save for you because they still attack every human in sight ..

But in exchange you get blaster and inferno turrets, maybe even scyther blade melee turrets ..

*shivers in anticipation*

oh also turrets need an actual weapon to be build should totally be a vanilla thing .. and/or turret quality
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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Texaskimo

Quote from: SpaceDorf on February 20, 2017, 08:13:50 AM

oh also turrets need an actual weapon to be build should totally be a vanilla thing .. and/or turret quality

This may have been suggested before, I'm pretty new to the forums, but this is a very interesting idea to me.

The turret fires the gun that is installed in it, and gets its accuracy from the gun stats (better quality gun installed = higher accuracy). You can have a high damage, long range but slow firing turret if you put a sniper rifle in it, or a short range rapid fire inaccurate turret if you put a minigun in it.

Range and/or cool down on the turret could be derived from the turret quality. Shoddy turret with a sniper rifle might only have a range of 28, steadily increasing to where a legendary turret would have the gun's full range. You could do a similar thing with the cool down, awful turret might fire the gun with double its base cool down rate while a legendary turret could actually fire the gun somewhat faster than a human pawn.

This would give turrets vastly more variety while still leaving your pawns handling the weapons better than the turret in most cases, as unless your turrets are all legendary quality your pawn will have a better range and probably better cool down time.

SpaceDorf

I thought of these points as well, but did not want to bloat my suggestion because it was mainly about turning Mechanoids into High Tech Turrets with weapons you could not have otherwise ..

For some of the things there are/were even mods out there. I don't know if they are current for A16.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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Barazen

Id be content if the next teir of turret was "turret".

Always struck me as odd that even though i got geothermal reactors and spaceships i cant do much more the improvise a turret.

Granted a proper turret should be a project unto itself, given that even improv turrets gre increase your colonies life expectency
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SpaceDorf

That would be great too ..

Maybe different parts for the turret could be assembled at the smithing and then the machining Table.

and .. and .. I have to stop here .. the idea horses are running away with me ..
but it would be so much more work and awesome to make a turret .. so it actually hurts losing them ..
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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Thyme

Make them awesome but require an AI core to be built.
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SpaceDorf

Quote from: Thyme on February 21, 2017, 01:50:51 AM
Make them awesome but require an AI core to be built.

thats why I want to use mechanoids, or parts extracted from mechanoids ..
those are mini-ai's .. which would take different research levels to make them actually safish to use around friendlies. ( a stray blast cannon shot is still a blast cannon shot ) 
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

b0rsuk

Maybe if they were Uranium powered...

SpaceDorf

I am looking into this, to throw in a marvel quote ..
" Fine, I do it myself "

No promises, though.

I was thinking about uranium myself tonight .. since the Crashland Mod has this reactor that kills everything around it .. uranium should do that too ..
at least in a small radius and should be stored .. new topic time : ;D
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker