Rushing Turrets Or Infrastructure?

Started by TheManWithoutAPlan, September 18, 2017, 10:40:02 AM

Previous topic - Next topic

b0rsuk

Quote from: SpaceDorf on September 18, 2017, 11:56:20 AM
Healthy and Happy Colonists fight way better than any turret ever could.

Whaaaat, there's no mod which makes turrets perform ordinary colony chores ? Shall I troll you and write one myself ?

Vlad0mi3r

Just a follow up to the comment about combat animals. Here is one of my combat Squirrels. She ended up getting killed by a fox while escorting a colonist on field duties. Stupid fox actually ate all of her so I had nothing to entomb. Almost a game ender. It was for the fox, made that SOB into a hat that the master of the squirrel now wears.

[attachment deleted by admin: too old]
Mods I would recommend:
Mending, Fertile Fields, Smokeleaf Industries and the Giddy Up series.

The Mod you must have:
https://ludeon.com/forums/index.php?topic=40545.msg403503#msg403503

LordMunchkin

Rush the basics; 4 small bedrooms, dining/rec room, workroom/warehouse, freezer, and kitchen/lab/hospital. Then start building a wall. You don't have to make stone bricks; you can usually deconstruct enough from abandoned building. Then build steel traps; lots of them, 2 3x2 rows should be enough in the beginning but you'll eventually want 10x that. It's very expensive but the damage is oh so worth it. Also make sure to build or haul some cover. You want your pawns located far enough away from each other that grenades and stray shots won't hit more than one.

I only ever use turrets as a distraction; 2-4 on the sides to draw melee enemies away from my firing line. They're almost never necessary until the late game. I find building my first sniper rifle and getting armor vests on everyone far more important than getting turrets up early. That and getting the drug farm up and running. Gotta sell that flake...  8)

Oh and make your wall 2+ thickness ASAP. It doesn't stop people from beating it down but it does buy you enough time to deal with their buddies (and then snipe them from a distance). And make sure they're far enough away from your buildings that sappers have to come through the hole to target your buildings.

Overall, I find weapon choice and base design are by far the most important factors in base defense. Assuming your colonists can fight of course; pacifists get 'sent to live on a farm upstate.'  ;)

maculator

Quote from: LordMunchkin on September 24, 2017, 05:19:03 AM
Then build steel traps; lots of them, 2 3x2 rows should be enough in the beginning but you'll eventually want 10x that.

Lol, this isn't the "how to push your wealth to the limit and get raided every 2.1s" -thread.

SpaceDorf

Quote from: b0rsuk on September 19, 2017, 03:43:39 PM
Quote from: SpaceDorf on September 18, 2017, 11:56:20 AM
Healthy and Happy Colonists fight way better than any turret ever could.

Whaaaat, there's no mod which makes turrets perform ordinary colony chores ? Shall I troll you and write one myself ?

Yes please :) I would love to see this and are even willing to help.
I would go miles for a bad joke.

As a comment on the question :

The answer is allready in the question and is appliable to nearly every game :

Rushing Turrets : Should I research weapons first, which are expensive to maintain and build ?
or Infrastructure: Should I assure I can afford and maintain lots of expensive stuff ?

A wise StarCraft:Broodwars League player once told me : "Don't build fucking Turrets. You can't Micro with turrets"
He then made his point by defeating my Zergling Rush with 4 Zealots.
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

LordMunchkin

Quote from: maculator on September 24, 2017, 07:17:56 AM
Lol, this isn't the "how to push your wealth to the limit and get raided every 2.1s" -thread.
Steel traps aren't worth THAT much... :P

b0rsuk

Quote from: SpaceDorf on September 24, 2017, 08:41:54 AM
A wise StarCraft:Broodwars League player once told me : "Don't build fucking Turrets. You can't Micro with turrets"
He then made his point by defeating my Zergling Rush with 4 Zealots.

StarCraft is completely different story, because turrets can cover only a tiny portion of map. In SC you need to react to situation, attack enemy resource operations, attack enemy base when you feel stronger, etc. A turret slows you down because it's a unit you can't take everywhere you need. You can always make new units as long as you have money.

Rimworld is far less dynamic. There are no interesting map features, nothing to fight over. No one to fight with over something. Lots of players use the same blueprint for all bases - because it works and the game doesn't force or even encourage them to adapt. No meaningful external pressure. Within the context of the game, walls are cheap and very effective. Enemies will politely go around them to your trapped entrance. Each subsequent siege is easier because you can capture mortars. You can't ever capture an enemy weapon in StarCraft, unless you insist infested terrans count. In Rimworld, it's easy to make enemy fight where you want. If that was true for StarCraft, turrets would be great too.

SpaceDorf

Quote from: b0rsuk on September 25, 2017, 02:20:44 AM

StarCraft is completely different story, because turrets can cover only a tiny portion of map.

Normally I say Rimworld is a small units tactics game and I concede I contradicted myself with this comparison to a RTS. But it is true that Turrets in Rimworld are portable.

On the issue of capturing mortars, this only works with the minituarisation mod.
As far as I remember Vanilla Mortars are not movable.

Quote from: b0rsuk on September 25, 2017, 02:20:44 AM
Rimworld is far less dynamic. There are no interesting map features, nothing to fight over. No one to fight with over something.

True about the dynamics, but I beg to differ about the map features. There are ressource spots and locations you may have to protect and you have caravans actually leaving the map being cut off from your base supplies. 
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

Vlad0mi3r

Quote from: SpaceDorf on September 25, 2017, 04:42:07 AM

On the issue of capturing mortars, this only works with the minituarisation mod.
As far as I remember Vanilla Mortars are not movable.
Yeah they are movable you can uninstall them and reinstall them. You have to claim them first if capturing one but then you can pack it up.
Mods I would recommend:
Mending, Fertile Fields, Smokeleaf Industries and the Giddy Up series.

The Mod you must have:
https://ludeon.com/forums/index.php?topic=40545.msg403503#msg403503

TheMeInTeam

Quote from: b0rsuk on September 25, 2017, 02:20:44 AM
Quote from: SpaceDorf on September 24, 2017, 08:41:54 AM
A wise StarCraft:Broodwars League player once told me : "Don't build fucking Turrets. You can't Micro with turrets"
He then made his point by defeating my Zergling Rush with 4 Zealots.

StarCraft is completely different story, because turrets can cover only a tiny portion of map. In SC you need to react to situation, attack enemy resource operations, attack enemy base when you feel stronger, etc. A turret slows you down because it's a unit you can't take everywhere you need. You can always make new units as long as you have money.

Rimworld is far less dynamic. There are no interesting map features, nothing to fight over. No one to fight with over something. Lots of players use the same blueprint for all bases - because it works and the game doesn't force or even encourage them to adapt. No meaningful external pressure. Within the context of the game, walls are cheap and very effective. Enemies will politely go around them to your trapped entrance. Each subsequent siege is easier because you can capture mortars. You can't ever capture an enemy weapon in StarCraft, unless you insist infested terrans count. In Rimworld, it's easy to make enemy fight where you want. If that was true for StarCraft, turrets would be great too.

Professional matches in starcraft have used static defensive structures as anti-drop defense for years.  They don't look like rookie defenses that try to concentrate at frontal chokes and overbuild, but they buy time and force greater investment to cause significant financial damage at expansions in particular.

Rimworld's design is indeed very different to starcraft though.  You can force most (and eventually) all engagements on your terms, and the management expected is different.