Hacked turret or haywire turret event.

Started by doctercorgi, November 23, 2017, 08:27:31 AM

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doctercorgi

Basically some script kiddy at the pirate base figured out how to change the friend or foe settings on one of your turrets. And now it shoots at you. Or it just breaks on its own.  This is pretty evil tho, and would probably just be annoying.

Sola

I do not like this.

Zzzt!  is pretty annoying.  If you're away from the base, you could lose a lot to fire.

This is basically a more advanced (You're losing something), more annoying (bullets > fire), more specialized (What if you don't have turrets?) version of that.
Two tiers of construction jobs.  One for expensive/quality items, and one for walls/floors/etc.

https://ludeon.com/forums/index.php?topic=28669.0

Kirby23590

I think turrets being disabled or broken and needing repair ( wasting components ) is somewhat more better and manageable.

But hacked turrets attacking my colonists and going haywire is going to become a nuisance but with other turret mods like military grade turrets and the vulcan turrets is going to kill everyone in the colony... and thus forcing me to destroy what i built.

Sure it reminds me of that part in New Vegas hacking all the turrets to destroy the Brotherhood of steel and obliterating them, but in here no please. :(

Maybe turrets being disabled for a few minutes is better i think? Or using a new gadget in a pirate base making all their turrets go haywire and attack everything in sight?

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Third_Of_Five

I'd only support this if they also added in the ability for you to hack enemy turrets as well. Otherwise it just seems extremely annoying.

jamaicancastle

Maybe it could be an artifact. Instead of an animal pulser driving all the animals insane, you could have an IFF jammer that sends all the turrets into shoot-everything mode.

Or maybe a weapon that has a long range but a long fire time, so you/they need to be careful of enemy shooters while lining up your hack.

Also - do turrets not suffer normal breakdown events? It seems odd that they wouldn't.

Manenut

You have to try many different designs. You will be comfortable in encountering enemies.

Bolgfred

I don't think that this would have to be too heavy to take on. When a turret goes rampage, he probably won't run around in your base, he will stay where he is, mostly in a corner, killbox or another remote place with not too much traffic. Important thing should be that a turret doesn't attack structures or other turrets(that would be seriously annoying), but every living thing, eg raiders, colonists, animals.
To fight this one you need emp or cut electricity.

To soften the problem, one could also restrict the malfunctioning to a limited time period, so you can just wait it out.

Personally I'd like a turret to have a malfunctioning chance on firing, which makes it start shooting 360°, not aiming properly anymore.


I think there was already a thread or two which discussed this topic a bit more deep.
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Kirby23590

Quote from: jamaicancastle on November 23, 2017, 06:20:15 PM
Maybe it could be an artifact. Instead of an animal pulser driving all the animals insane, you could have an IFF jammer that sends all the turrets into shoot-everything mode.

I agree. This is something i was thinking about too. The artifact causes the turrets go haywire attacking everything in sight including the pirates ( the owners. ), animals and your colonists as well.

This makes the faction base's turrets to cause mayhem in there and driving them out, forcing them to flee or take massive casualties. Though shooting the batteries and solar generators with long-ranged weapons should do the trick of taking the turrets out.

Quote from: Bolgfred on November 24, 2017, 02:50:08 AM
I don't think that this would have to be too heavy to take on. When a turret goes rampage, he probably won't run around in your base, he will stay where he is, mostly in a corner, killbox or another remote place with not too much traffic. Important thing should be that a turret doesn't attack structures or other turrets(that would be seriously annoying), but every living thing, eg raiders, colonists, animals.
To fight this one you need emp or cut electricity.

True it will stay where it is, but watch out for the friendly caravans though if they decide to chill out in the killbox + Loss of their goodwill = New enemies and raiders to attack your base. Atleast you get free stuff if you cut the power out but i don't want to get another enemy faction because of that.

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SpaceDorf

I like the idea of the event.

If it is a single turret and not all. Similiar to the shortwire event, or maybe even in conjecture with it.
Also it could make the Solar Flare event more interesting if there was a chance of electronics getting damaged by it or EMP.

Third. A Mechanoid Shippart landing near your base ( action radius ) could slowly take over your turrets. ( for even more fun, the Mechanoid HFS Crypts could do the same )
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