Turrets have charge times and can be hidden

Started by BetaSpectre, July 13, 2014, 09:37:44 PM

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BetaSpectre

Turrets have charge times and can be hidden

The charge time is to justify hiding the turrets.
Colonists Hiding turrets when they're offline makes sense.

I've fought off countless raids only to lament that my colonists are too slow to gun down the raiders 95% of the time.

If I kept my turrets offline then once they flee I'd open up my guns and laugh as 100% of the 4 fleeing raiders get killed.

This should inflict "fear" on the raiders I mean I wipe out hundreds (dozens in Alpha 5) of their groups each raid and suffer 0 casualties (drafted to defensive positions inside of a mountain if outer defenses fail which they never do) If I were a raider hearing a story of how armies of 50-600 raiders die each week when attacking this ONE. TINY. FENCE IN A MOUNTAIN might think twice about raiding cause even if they win there's nothing that makes the losses worth it. More so if the survivors saw this first hand.
░░░░░░░░░░░░░░░░░─╤▌██ |
░░░░░░░░─╤▂▃▃▄▄▄███████▄▃|
▂█▃▃▅▅███/█████\█[<BSS>█\███▅▅▅▃▂
◥████████████████████████████████◤
                           TO WAR WE GO

_alphaBeta_

We were discussing hidden traps and weapons very briefly here. I think it's a great idea and open up new depth to defense. I'd especially like to see shorter range, but very effective anti-personnel weapons that can be hidden. They're more traps than anything. Only trick is, you'll need to lure enemies in close for them to be effective. May make enemies think twice about throwing their full numbers at you at once and at the same location. Admittedly, this does complicate the requirements of sophistication for the attacking AI.