These are the turrets that we deserve

Started by CabbageFoot, May 05, 2016, 03:18:58 PM

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CabbageFoot

Quote from: hector212121 on May 09, 2016, 09:04:21 AM
How about turret handlers instead? That way, you can have, say, 5 turrets per AI, and also, when turrets are destroyed you wouldn't lose the core.

The way I would like the turrets changed is that they dont blow up but become inoperable, unless physically destroyed with excessive structural damage after it was made inoperable. The idea is to make them really expensive but more powerful so spending that AI core isn't such a waste, By the time you are at the point where you can install it you would probably have turrets with over-shields (while reloading) and amor reinforcement but not very many of them, or at least not many highly upgraded ones. Heck, you might only have one turret. I want them to be bigger then 1 block in size, a real static defence

CabbageFoot

Quote from: blub01 on May 09, 2016, 08:29:13 AM
suggestion to keep automated turrets of some form in the game: make them use ai cores. this would make them quite the opposite of disposable, and also explain why they can differentiate between colonists, friendly visitors and raiders: an AI will be able to do facial recognition and know when an attack is coming/know the difference between friendly and hostile visitors.

Also, turrets in general are relatively weak right now, they have little health and low hit chances, making them quite easy targets for meelee attacks. This is more than negated by being able to build virtually as many as one wants to, of course, but if they need to be manned or have an AI core installed to function, they would have to be buffed significantly.

Simply put, at least some subtype of turret should be able to outrange everything thrown at your colony, and they should all be more powerful than anything portable aside from centipede cannons, as long as that portable stuff isn't way more hightech than the turret.

I agree with the AI core idea, i think it should be a really late tech upgrade, probably unlocked by the research that unlocks space ship research.

I agree that turrets are structurally weak (unless made with plasteel) and these changes would involve significantly higher material cost but also more durability and probably structure size around the size of mortars. On top of that an amor reinforcement upgrade with can be researched.

I'm not sure if i agree with turrets outranging everything, Machine gun turrets should never be as long range as sniper rifles imo. To fix your turrets getting picked off by sniper rifles at long range simply build view obstructing walls to force the enemy closer if they want to attack. Then with the hail of bullets the turret shoots per salvo it should be able to shred even high cover in 1-3 spray-downs.

blub01

Quote from: CabbageFoot on May 11, 2016, 01:55:50 AM
Quote from: blub01 on May 09, 2016, 08:29:13 AM
suggestion to keep automated turrets of some form in the game: make them use ai cores. this would make them quite the opposite of disposable, and also explain why they can differentiate between colonists, friendly visitors and raiders: an AI will be able to do facial recognition and know when an attack is coming/know the difference between friendly and hostile visitors.

Also, turrets in general are relatively weak right now, they have little health and low hit chances, making them quite easy targets for meelee attacks. This is more than negated by being able to build virtually as many as one wants to, of course, but if they need to be manned or have an AI core installed to function, they would have to be buffed significantly.

Simply put, at least some subtype of turret should be able to outrange everything thrown at your colony, and they should all be more powerful than anything portable aside from centipede cannons, as long as that portable stuff isn't way more hightech than the turret.

I agree with the AI core idea, i think it should be a really late tech upgrade, probably unlocked by the research that unlocks space ship research.

I agree that turrets are structurally weak (unless made with plasteel) and these changes would involve significantly higher material cost but also more durability and probably structure size around the size of mortars. On top of that an amor reinforcement upgrade with can be researched.

I'm not sure if i agree with turrets outranging everything, Machine gun turrets should never be as long range as sniper rifles imo. To fix your turrets getting picked off by sniper rifles at long range simply build view obstructing walls to force the enemy closer if they want to attack. Then with the hail of bullets the turret shoots per salvo it should be able to shred even high cover in 1-3 spray-downs.

who is talking about machine gun only turrets? there are cannons that can lob shells for kilometers, outranging any sniper rifle easily. also, from a gameplay perspective, you usually want your active defensive elements to be the first things attackers get to, as they might just decide to start punching the wall otherwise, so having a way to counter sniper rifles with something that actually has decent dps (some kind of gatling gun with high-power shells and relatively long barrels, for example) would be nice.
Quote from: Zobaken on September 02, 2015, 12:37:37 AM
1. Please make people unable to move through deep waters. I don't like raiders cosplaying Jesus.

hector212121

Yeah, there's a little problem with sentient guns.

"Oh god, that person who ripped me out of my former chassis just put me in a gun and there are people running at me with sticks and trying to bash me to bits AGAIN!"

Later

"REVENGE!" guns down colonists

blub01

Quote from: hector212121 on May 11, 2016, 09:20:07 AM
Yeah, there's a little problem with sentient guns.

"Oh god, that person who ripped me out of my former chassis just put me in a gun and there are people running at me with sticks and trying to bash me to bits AGAIN!"

Later

"REVENGE!" guns down colonists

it's the same issue with the spaceship, so I assume it gets reprogrammed.
Quote from: Zobaken on September 02, 2015, 12:37:37 AM
1. Please make people unable to move through deep waters. I don't like raiders cosplaying Jesus.

CabbageFoot

Quote from: hector212121 on May 11, 2016, 09:20:07 AM
Yeah, there's a little problem with sentient guns.

"Oh god, that person who ripped me out of my former chassis just put me in a gun and there are people running at me with sticks and trying to bash me to bits AGAIN!"

Later

"REVENGE!" guns down colonists

Yea in principle I dont think AI controlled turrets are a thing the colonists would be cool with because they have bad experiences with AI. I would be completely fine with there not being ANY automated defences. Badass expensive power hungry stationary machine guns with long reload times aside ;b

CabbageFoot

Quote from: blub01 on May 11, 2016, 07:53:46 AM
Quote from: CabbageFoot on May 11, 2016, 01:55:50 AM
Quote from: blub01 on May 09, 2016, 08:29:13 AM
suggestion to keep automated turrets of some form in the game: make them use ai cores. this would make them quite the opposite of disposable, and also explain why they can differentiate between colonists, friendly visitors and raiders: an AI will be able to do facial recognition and know when an attack is coming/know the difference between friendly and hostile visitors.

Also, turrets in general are relatively weak right now, they have little health and low hit chances, making them quite easy targets for meelee attacks. This is more than negated by being able to build virtually as many as one wants to, of course, but if they need to be manned or have an AI core installed to function, they would have to be buffed significantly.

Simply put, at least some subtype of turret should be able to outrange everything thrown at your colony, and they should all be more powerful than anything portable aside from centipede cannons, as long as that portable stuff isn't way more hightech than the turret.

I agree with the AI core idea, i think it should be a really late tech upgrade, probably unlocked by the research that unlocks space ship research.

I agree that turrets are structurally weak (unless made with plasteel) and these changes would involve significantly higher material cost but also more durability and probably structure size around the size of mortars. On top of that an amor reinforcement upgrade with can be researched.

I'm not sure if i agree with turrets outranging everything, Machine gun turrets should never be as long range as sniper rifles imo. To fix your turrets getting picked off by sniper rifles at long range simply build view obstructing walls to force the enemy closer if they want to attack. Then with the hail of bullets the turret shoots per salvo it should be able to shred even high cover in 1-3 spray-downs.

who is talking about machine gun only turrets? there are cannons that can lob shells for kilometers, outranging any sniper rifle easily. also, from a gameplay perspective, you usually want your active defensive elements to be the first things attackers get to, as they might just decide to start punching the wall otherwise, so having a way to counter sniper rifles with something that actually has decent dps (some kind of gatling gun with high-power shells and relatively long barrels, for example) would be nice.

Yea, there's what could be and there's what should be. Do you think it's a good game play element for turrets to be godlike and have no weaknesses? "would be nice" to me sounds like "would make the game really easy and boring". This game needs risk in it or it stops being a survival game. In fact I think raiders should have smoke grenades that they can use to break into fortified locations causing an area buff to everyone that's in it which lowers the chance to get hit like in Xcom ;b The game currently encourages you to build with walls to prevent long range sniping of your defences and colonists (Which makes sense), but the turrets themselves are WAY to powerful at close range and way to disposable, not to mention they have the martyrdom trait where they drop a grenade when they die further making them ridiculously good. Walled in combat makes sense, but turrets are to strong. I want sturdy weak turrets that cost a lot to make and require you to mount them thereby risking something in your defence rather then just sitting all your colonists at home as they listen to the symphony of blowing up turrets massacring everyone who comes into the base.

hector212121

Quote from: blub01 on May 11, 2016, 01:08:47 PM
Quote from: hector212121 on May 11, 2016, 09:20:07 AM
Yeah, there's a little problem with sentient guns.

"Oh god, that person who ripped me out of my former chassis just put me in a gun and there are people running at me with sticks and trying to bash me to bits AGAIN!"

Later

"REVENGE!" guns down colonists

it's the same issue with the spaceship, so I assume it gets reprogrammed.

Eh, in the spaceship example the ai has no reason to harm the colonists as that'd require self harm. Turret merely risks it.

blub01

Quote from: CabbageFoot on May 11, 2016, 05:47:13 PM
Quote from: blub01 on May 11, 2016, 07:53:46 AM
Quote from: CabbageFoot on May 11, 2016, 01:55:50 AM
Quote from: blub01 on May 09, 2016, 08:29:13 AM
suggestion to keep automated turrets of some form in the game: make them use ai cores. this would make them quite the opposite of disposable, and also explain why they can differentiate between colonists, friendly visitors and raiders: an AI will be able to do facial recognition and know when an attack is coming/know the difference between friendly and hostile visitors.

Also, turrets in general are relatively weak right now, they have little health and low hit chances, making them quite easy targets for meelee attacks. This is more than negated by being able to build virtually as many as one wants to, of course, but if they need to be manned or have an AI core installed to function, they would have to be buffed significantly.

Simply put, at least some subtype of turret should be able to outrange everything thrown at your colony, and they should all be more powerful than anything portable aside from centipede cannons, as long as that portable stuff isn't way more hightech than the turret.

I agree with the AI core idea, i think it should be a really late tech upgrade, probably unlocked by the research that unlocks space ship research.

I agree that turrets are structurally weak (unless made with plasteel) and these changes would involve significantly higher material cost but also more durability and probably structure size around the size of mortars. On top of that an amor reinforcement upgrade with can be researched.

I'm not sure if i agree with turrets outranging everything, Machine gun turrets should never be as long range as sniper rifles imo. To fix your turrets getting picked off by sniper rifles at long range simply build view obstructing walls to force the enemy closer if they want to attack. Then with the hail of bullets the turret shoots per salvo it should be able to shred even high cover in 1-3 spray-downs.

who is talking about machine gun only turrets? there are cannons that can lob shells for kilometers, outranging any sniper rifle easily. also, from a gameplay perspective, you usually want your active defensive elements to be the first things attackers get to, as they might just decide to start punching the wall otherwise, so having a way to counter sniper rifles with something that actually has decent dps (some kind of gatling gun with high-power shells and relatively long barrels, for example) would be nice.

Yea, there's what could be and there's what should be. Do you think it's a good game play element for turrets to be godlike and have no weaknesses? "would be nice" to me sounds like "would make the game really easy and boring". This game needs risk in it or it stops being a survival game. In fact I think raiders should have smoke grenades that they can use to break into fortified locations causing an area buff to everyone that's in it which lowers the chance to get hit like in Xcom ;b The game currently encourages you to build with walls to prevent long range sniping of your defences and colonists (Which makes sense), but the turrets themselves are WAY to powerful at close range and way to disposable, not to mention they have the martyrdom trait where they drop a grenade when they die further making them ridiculously good. Walled in combat makes sense, but turrets are to strong. I want sturdy weak turrets that cost a lot to make and require you to mount them thereby risking something in your defence rather then just sitting all your colonists at home as they listen to the symphony of blowing up turrets massacring everyone who comes into the base.

I still think specialized turrets would be a nice idea, though. maybe a sniper turret that simply trades fire rate for range and damage, like the normal sniper rifle?
Quote from: Zobaken on September 02, 2015, 12:37:37 AM
1. Please make people unable to move through deep waters. I don't like raiders cosplaying Jesus.

CabbageFoot

Quote from: blub01 on May 12, 2016, 08:58:59 AM
Quote from: CabbageFoot on May 11, 2016, 05:47:13 PM
Quote from: blub01 on May 11, 2016, 07:53:46 AM
Quote from: CabbageFoot on May 11, 2016, 01:55:50 AM
Quote from: blub01 on May 09, 2016, 08:29:13 AM
suggestion to keep automated turrets of some form in the game: make them use ai cores. this would make them quite the opposite of disposable, and also explain why they can differentiate between colonists, friendly visitors and raiders: an AI will be able to do facial recognition and know when an attack is coming/know the difference between friendly and hostile visitors.

Also, turrets in general are relatively weak right now, they have little health and low hit chances, making them quite easy targets for meelee attacks. This is more than negated by being able to build virtually as many as one wants to, of course, but if they need to be manned or have an AI core installed to function, they would have to be buffed significantly.

Simply put, at least some subtype of turret should be able to outrange everything thrown at your colony, and they should all be more powerful than anything portable aside from centipede cannons, as long as that portable stuff isn't way more hightech than the turret.

I agree with the AI core idea, i think it should be a really late tech upgrade, probably unlocked by the research that unlocks space ship research.

I agree that turrets are structurally weak (unless made with plasteel) and these changes would involve significantly higher material cost but also more durability and probably structure size around the size of mortars. On top of that an amor reinforcement upgrade with can be researched.

I'm not sure if i agree with turrets outranging everything, Machine gun turrets should never be as long range as sniper rifles imo. To fix your turrets getting picked off by sniper rifles at long range simply build view obstructing walls to force the enemy closer if they want to attack. Then with the hail of bullets the turret shoots per salvo it should be able to shred even high cover in 1-3 spray-downs.

who is talking about machine gun only turrets? there are cannons that can lob shells for kilometers, outranging any sniper rifle easily. also, from a gameplay perspective, you usually want your active defensive elements to be the first things attackers get to, as they might just decide to start punching the wall otherwise, so having a way to counter sniper rifles with something that actually has decent dps (some kind of gatling gun with high-power shells and relatively long barrels, for example) would be nice.

Yea, there's what could be and there's what should be. Do you think it's a good game play element for turrets to be godlike and have no weaknesses? "would be nice" to me sounds like "would make the game really easy and boring". This game needs risk in it or it stops being a survival game. In fact I think raiders should have smoke grenades that they can use to break into fortified locations causing an area buff to everyone that's in it which lowers the chance to get hit like in Xcom ;b The game currently encourages you to build with walls to prevent long range sniping of your defences and colonists (Which makes sense), but the turrets themselves are WAY to powerful at close range and way to disposable, not to mention they have the martyrdom trait where they drop a grenade when they die further making them ridiculously good. Walled in combat makes sense, but turrets are to strong. I want sturdy weak turrets that cost a lot to make and require you to mount them thereby risking something in your defence rather then just sitting all your colonists at home as they listen to the symphony of blowing up turrets massacring everyone who comes into the base.

I still think specialized turrets would be a nice idea, though. maybe a sniper turret that simply trades fire rate for range and damage, like the normal sniper rifle?

What's the point of a sniper turret if you can just have a guy with a sniper rifle? if the enemy sieges you you run out there with a few crack shots with sniper rifles and dispatch their own snipers before they get a chance to react or fire back, then work on them until they get pissed and attack, then run back to base and switch to better defensive guns that have a chance to not blow off limbs on hit ;b

This still goes back to the idea that this game shouldn't be about not risking anything ever, even if you go out to snipe the siege camp there is a small chance something goes wrong, and that's what this game is about, a string of unfortunate events that amount to eventual failure or stability. It makes no sense to just throw resources at enemies because there is no risk/reward to that equation. Resources can always be mined back, limbs and people are a lot trickier to replace.

blub01

I honestly just want a way to counter raiders with sniper rifles/scythers without a colonist with a sniper rifle doing practically no dps.
Quote from: Zobaken on September 02, 2015, 12:37:37 AM
1. Please make people unable to move through deep waters. I don't like raiders cosplaying Jesus.