Siege weapons and more defensive options

Started by Elixiar, January 20, 2017, 12:44:54 PM

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Elixiar

Magnetic pulse rifle - low damage to pawns (chance to stun) and extreme damage to structure walls and turrets.

Wooden spikes. - hurt pawns that run into them head on. (Will do so if there is no way around them)
Good for tribal Zerg charges.

Kinetic shields. - prevent small arms fire from penetrating in a semi circle arch. Activatable for 10 seconds at a time with a 30 second cool down timer. Requires a 'flicker'.

Crazy gas. - fire mortar shells of a gas that slowly spreads and causes any pawn inside not wearing a power helmet to instantly break and go berserk.

Hacking device. A pawn armed with an antennae tool can attempt to remotely disable power but needs to be fairly close in proximity to do so.

Let me know if you guys think any of these are viable ideas. The wooden spikes are a more permanent version of traps and don't need to be reset so I think there would be room for both.
"We didn't crash here by accident... something brought us down". - Anon Rimworld Colonist

Boston

Quote from: Elixiar on January 20, 2017, 12:44:54 PM

Wooden spikes. - hurt pawns that run into them head on. (Will do so if there is no way around them)
Good for tribal Zerg charges.


Nobody in their right minds, or with any sense of self-preservation at all, will do that. Animals maybe, but even then they would still probably balk away.

Elixiar

That's like saying no one would try and get through barbed wire, yet that has proved an effective defense for a very long time.
"We didn't crash here by accident... something brought us down". - Anon Rimworld Colonist

Ace_livion

Quote from: Elixiar on January 21, 2017, 06:53:04 AM
That's like saying no one would try and get through barbed wire, yet that has proved an effective defense for a very long time.

its an effective defense because nobody wants to try and run through barbed wire... ;)

Thyme

I guess all you need is a power armor and razor wire is no obstacle.
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