Game Too Based On Turrets? Ideas?

Started by userfredle, April 24, 2015, 09:22:57 PM

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userfredle

Anyone feel turrets should be a very rare commodity instead of building insane amount for just metal to win the game?

We all know turrets are super useful, they provide somthing for the mechanoids to shoot at while you gun them down or maybe you exploit the explosions in a small room, either way they are way cheap and way OP

What are some ways we can make turrets still a part of the game but not the core to rimworlds combat from a defensive standpoint?

A few ideas passed around the forums and on mods is

Traders carry things needed to build or turrets as a whole.

Turrets costing plasteel making them rarer and more endgame.

I think even raiders could have somthing you can recover, such as pieces of a schematic to building the turrets or parts etc

leax256

i haven't used turrets for like 3-4 updates

userfredle

#2
Quote from: leax256 on April 24, 2015, 10:15:38 PM
i haven't used turrets for like 3-4 updates

Interesting, do you play below challenge difficulty on cassandra?

Do you use kill boxes?

Do you find the game completely unfair and unplayable when mechanoids come late game?

If you said yes to any of these then i cant say im too shocked with your playing without turrets

antibodee

The game is fine as is with the turret colonist balance.  If the turrets make it too easy for you, you can always turn up the difficulty, or play without turrets like some people do.

userfredle

#4
Quote from: antibodee on April 24, 2015, 11:07:15 PM
The game is fine as is with the turret colonist balance.  If the turrets make it too easy for you, you can always turn up the difficulty, or play without turrets like some people do.

I have tried both of these, going up in difficulty usually just results in a MUST of more turrets to survive the onslaught of 60% more or however the difficulty scales this update.

When i play without them the game feels designed to have them in, almost unplayable without them, for instance When the mechanoids come in later in the game with 4 centipeds and 3 scythers, seems only a line of turrets to distract them while my colonists shoot them is enough to keep my base and colonists alive.

Yes you can Killbox with 0 turrets but id rather just build the turrets, at least then you have resources to gather rather then hurr durr stone wall build i win

GamerGuy

I have only ever had 1-2 turrets in my game, I play on Randy on challenge mode and its really hard; especially when you get 30 tribesmen rushing the colony!

Kegereneku

I too hope that way later, when Tynan have enough mechanic to reliably start making a balanced tech-tree, automated-turrets will be very high-end technology. And hope first turrets (assuming we research the guns) to be manned.

Aside, the game also lack events for now, so Raid end-up being the most important ones.
"Sam Starfall joined your colony"
"Sam Starfall left your colony with all your valuable"
-------
Write an Event
[Story] Write an ending ! (endless included)
[Story] Imagine a Storyteller !

leax256

Quote from: userfredle on April 24, 2015, 10:45:37 PM
Quote from: leax256 on April 24, 2015, 10:15:38 PM
i haven't used turrets for like 3-4 updates

Interesting, do you play below challenge difficulty on cassandra?

Do you use kill boxes?

Do you find the game completely unfair and unplayable when mechanoids come late game?

If you said yes to any of these then i cant say im too shocked with your playing without turrets

-I play cassandra on challenge

-I have my city walled in with only 3-4 entrences

-only when they drop in the middle of my base do they cause any problems

isistoy

Tech tree would look like a sensible thing to add later on.
Traps and things like trap rooms could be giving nice options on the path to your base as well, imho...

Best,
isis
<Stay on the scene like a State machine>

hector212121

Make you use actual ranged weapons on the turrets.

Then assign each 'turret complexity'.

This determines how much metal stuff is needed to make it into a turret.

For instance, a great bow would have something like 500 whereas a sniper would be, like, 170, and a grenade about 200.

Quality would effect turret complexity but NOT turret quality.

Turrets would then be built like sculptures.

hyperpeople

Quote from: leax256 on April 25, 2015, 09:13:32 AM
Quote from: userfredle on April 24, 2015, 10:45:37 PM
Quote from: leax256 on April 24, 2015, 10:15:38 PM
i haven't used turrets for like 3-4 updates

Interesting, do you play below challenge difficulty on cassandra?

Do you use kill boxes?

Do you find the game completely unfair and unplayable when mechanoids come late game?

If you said yes to any of these then i cant say im too shocked with your playing without turrets

-I play cassandra on challenge

-I have my city walled in with only 3-4 entrences

-only when they drop in the middle of my base do they cause any problems

When you say "city" i assume you havent got a mountain base. How do you deal with sieges?
Quote from: NoImageAvailable on March 25, 2015, 02:15:46 PM
Its really weird to hear of a colony that isn't run like Auschwitz and selling human leather for a living.

Mikhail Reign

You deal with sieges by attackin them. Melee will charge when you get close, wipe them out. Some of the longer range weapons will then move forward, use your snipers to pick them off from long range. They may or may not assault you at this point, if they don't - keep sniping them, if they do - fall back to your city streets so they break up and you can use melee to full effect and bring many guns to bare on individuals and small groups.

I use outdoor city like designs as well. Many individual building with lots of spaces in between for movement, and lots of corners for cover. I even build mine entirely out of wood - that way I can use explosives and force fire for colonists and not have to worry about collateral damage - you can always just cut down more trees, eventually you run out of stone.

skullywag

I first set turrets to require AI cores in A6 in their recipe. Then I realised it was only the "free gun" that bugged me so I then modded my stuff based turrets to need the relevant guns to remove that niggle. Im now currently implementing a need for an AI core building to control a bank of turrets to make them automated. Once this is done I think ill be happy with having turrets. Then its just ammo....but thats a whole nuther niggle....
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Kolljak

You could possibly restrict buildings based on construction level simliar to crafting does
1 - 4 Wooden Structures
5 - 8 Stone Structures
9 - 12 Metal
13 - 16 Plastel
16 - 20 Advanced Mechanics such as ship building.

To slowdown game pace and make it a bit more difficult turrets woudnt be constructable unless you had a tier 9 - 12 construction bro.

Tobias

I like the way the turrets work and how you can focus on other things while the turrets are at work.
Usually I spend a lot of time constructing and modifying (for the increasing threats) a good working "kill zone" for my turrets.

I deal with sieges by bombing the hell out of them. My mortar teams are nicknamed "Fists of God". :-)