Advanced Turrets

Started by Edixo, April 05, 2017, 04:08:48 AM

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Edixo

People might argue that the current Improvised Turret is already OP enough. I beg to differ.

Advanced Turret - Research branch from Automatic Turrets. Requires 7000 research, Multianalyzer, Charged Shot, Multibarrel Weapons

Requires 5 components, 200 steel, gun of your choice

What they would be is a turret which you can use any gun to build, and it will use that guns' shot type, range, and accuracy. Have a minigun lying around? You can build a minigun turret. Want automatic snipers? Build a sniper turret.

Have it have a drop-down menu where you can choose from the guns you have stockpiled, similar to choosing resource when building certain pieces of furniture.

Thoughts?
Nothing says "Home Security" like 50 turrets

RyanRim

Quote from: Edixo on April 05, 2017, 04:08:48 AM
People might argue that the current Improvised Turret is already OP enough. I beg to differ.
/.../

Requires 5 components, 200 steel, gun of your choice

What they would be is a turret which you can use any gun to build, and it will use that guns' shot type, range, and accuracy. Have a minigun lying around? You can build a minigun turret. Want automatic snipers? Build a sniper turret.

/.../

Thoughts?

Well firstly comparing with the research cost the materials cost is minuscule. You'd need lets say 12 components and 500 steel since even tailoring table needs same. I agree the skill branching but on the other hand we got very few "branches" on most activities and buildings, i guess it is a good future plan, but it needs thought. I wouldn't agree with the idea of constructing something from any gun you like. We know that updates will be done considering energy weapons and making turrets from these would really make it too easy. Maybe add a special material then, like plasma modules etc etc that you got to merge in order to get the turret to work. Nevertheless good suggestion for developer.

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AngleWyrm

#2

Quote from: Edixo on April 05, 2017, 04:08:48 AM
Advanced Turret
  • Research Automatic Turrets
  • Requires 7000 research
  • Multianalyzer
  • Charged Shot
  • Multibarrel Weapons
  • 5 components
  • 200 steel
  • gun of your choice

How do we decide when we have charged the player 'enough' for a thingy, and stop piling on additional costs and nerfs to the thingy?

Here's something to think about:

  • What else can I buy for all those costs instead of the thingy?
  • How would the thingy fare when ranked against those baskets of goodies?
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

Canute

Quote from: Edixo on April 05, 2017, 04:08:48 AM
What they would be is a turret which you can use any gun to build, and it will use that guns' shot type, range, and accuracy. Have a minigun lying around? You can build a minigun turret. Want automatic snipers? Build a sniper turret.

Have it have a drop-down menu where you can choose from the guns you have stockpiled, similar to choosing resource when building certain pieces of furniture.

Thoughts?
Another case for a mod,Misc.  Objects :
Turret: Weapon Base
   You want to build your own turrets? Buy a base from a trader and add your weapon of choice to it.

The only withdraw are, you can't build them at your own, you need to buy them from traders.

b0rsuk

Quote from: Edixo on April 05, 2017, 04:08:48 AM
People might argue that the current Improvised Turret is already OP enough. I beg to differ.

What problem does this proposal solve ? If none, how does it make the game better ?

JustALittleCrazyTalk

I see no reason to put charged shot or multibarrel weapons in the requirements. You use those in order to get the minigun or charged rifle in the first place. Let the player pick which one they want.

Likewise it doesn't need to cost more than a normal turret, because it already has the additional cost of 'plus a gun'. A charge rifle turret (which is probably the cheapest upgrade) adds 60 steel, 40 plasteel, 7 components, work time, and the charged shot tech. For all that you get a slight damage boost (11-->12) and some accuracy.

Though an easier way to do it might just be to have two different turret techs, after charged shot and multibarrel weapons respectively, that add a charged turret and a minigun turret. There's not a huge amount of point to most other weapons on a turret (it's already stronger than an assault rifle, so the only thing you get from other weapons is maybe range).

Greep

Quote from: b0rsuk on April 05, 2017, 11:01:53 AM
Quote from: Edixo on April 05, 2017, 04:08:48 AM
People might argue that the current Improvised Turret is already OP enough. I beg to differ.

What problem does this proposal solve ? If none, how does it make the game better ?

^ Honestly I think the only reason turrets aren't removed from base is too many people use them as a crutch that they'd rage quit if they were removed.  Adding more is like bandaging a wound with poison ivy.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

b0rsuk

#7
Improvised Turret
For some steel and components you get:
  • something that shoots enemies with good accuracy
  • something that takes damage instead of your colonists and attracts enemy attention
  • something that explodes when destroyed, dealing a lot of damage to nearby enemies

    Get some perspective. No other investment can give you this. It's like you're purchasing extra gunners to defend your base.

    Also, if you need more firepower you have mortars.

Edixo

Quote from: b0rsuk on April 05, 2017, 11:01:53 AM
What problem does this proposal solve ? If none, how does it make the game better ?
- It makes use of the heap of guns that your colonists don't use. Only thing you can do with them now is sell them for cheap or melt them down for steel.
- Reduced power consumption. One minigun turret could do what four regular turrets do.
- More versatility in base defenses.

And of course, as always
Nothing says "Home Security" like 50 turrets

RyanRim

I agree with Ed. Currently we have no defensive trees or direct implications for base defending (after all, currently all solutions from bug farming to guard trotting is made by players) it is the best solution. Well I hope more stuff for defenses like trenches and stuff would be attached to this update.

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Canute

Rimworld got a big modding community, and the Dev support these very well.
Serveral mod's (idea's) made it into the main game.

So when you look for more,better turrets with more research, take a look at the modding section.
For these "weak" vanila raids the vanila turrets are more then enough, IMO.