[MOD] (Alpha 6) Gun Emplacements 1.2 Updated 07.30.2014

Started by Viper717, July 14, 2014, 11:06:46 PM

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forsaken1111

Quote from: AfroHarrison on July 15, 2014, 11:00:52 PM
Quote from: forsaken1111 on July 15, 2014, 05:59:51 PM
A texture pack that matches the theme of the base game a bit better would be nice. On the low end, maybe something that resembles a WW2 DFP/machinegun nest.

http://en.wikipedia.org/wiki/Defensive_fighting_position
http://upload.wikimedia.org/wikipedia/commons/5/51/Water-cooled_machine_gun_nest.jpg

Now, I guess we see it a bit differently. As I understood this game was set in a futuristic location (ex. The mechanical enimies, crash landing on a planet, the spaceship end-game), however I do like to make people happy. Let me start on a WW2 texture pack, and I will get it up as soon as possible.
Just because the game is set in a science-fiction universe doesn't mean everything is super hightech. You're a lowtech colony on a rock in the middle of nowhere building whatever you can to survive. Look at the vanilla turret as an example, it doesn't look particulary sci-fi does it?

Nothing wrong with a little sci-fi styling, particularly with the more advanced turrets, but the basics at least should look like something a crashlanded survivor could make using a welder and some scraps. Just my opinion though :)

Quote from: AfroHarrison on July 16, 2014, 11:17:46 AM
So I did up some rough WW2 era turret looks based on pictures online. Am I going in the right direction for you? Let me know what you'd like to see differently, or what it is you're looking for.

Side note, that crossbow turret will probably become the new texture across all texture packs as someone previously commented that it looked pixelated in it's first rendition.
I do like these a bit better. I also got a chance to use the mod itself last night and I have to say I like them. I don't know how manned turrets work, do they depend on the shooting skill of the colonists for accuracy? A pair of crossbow turrets I built quickly was able to hold off about 8 raiders with no problem.

I'm going to do some more extensive testing soon for better feedback regarding balance.

AfroHarrison

Quote from: forsaken1111 on July 17, 2014, 11:50:10 AM
I do like these a bit better. I also got a chance to use the mod itself last night and I have to say I like them. I don't know how manned turrets work, do they depend on the shooting skill of the colonists for accuracy? A pair of crossbow turrets I built quickly was able to hold off about 8 raiders with no problem.

I'm going to do some more extensive testing soon for better feedback regarding balance.
I'm glad you like them, I'll try to get Viper to put a copy live so people can use them if they want. As far as I understand for accuracy, based on looking at original code from the game, the turret itself does not take into consideration the accuracy of the user. We had thought of looking into that though.

As for how well it fairs. All feedback would be appreciated. When we tested it, we did small groups, large raids, and overkill raids (100 enemies). Small groups were typically easy to fend against, but then again they were easy with a group of settlers and 2 basic turrets. We found strategy was really needed against larger raid groups, as the enemies can focus and take out one turret at a time. As for the overkill raid, even with the X4 guns deployed, we still got swarmed eventually.

Let me know what you think, how you like it, and how you would improve it, and we'll begin to implement as much as possible.

Somz

Downloading now. Not because it sounds awesome but because I have no idea how it'll work. You have all the turrets? Or you have 1, then it changes into the next one with researches?
In any case, "man powered" has such a sweet, enhancing sound, especially in this game. :D
To beer or not to beer.
That is a laughable question.

Viper717

Quote from: Cyst on July 19, 2014, 12:05:26 PM
Downloading now. Not because it sounds awesome but because I have no idea how it'll work. You have all the turrets? Or you have 1, then it changes into the next one with researches?
In any case, "man powered" has such a sweet, enhancing sound, especially in this game. :D
There's 5 emplacements currently the first one, GE-X0 is unlocked from the start without any research. Once your research Improved Emplacements it will allow you to build the next tier of emplacements.

I'm actually going to be posting an update to the mod shortly with a new weapon (Mortar) and a few other skin choices.

Also, glad you find these cool, if you have any feedback we'd be glad to hear it
Cheers

Viper717

Update 1.1 now live!

See first post for updated download links and change log.

forsaken1111

Using these in my current colony. I only have two of the crossbow emplacements so far but they've let me hold off two attacks of 12+ tribals. I do wish they were a tad more accurate, right now I have a lot of repairs to do after each assault due to friendly fire.

Still, loving it. Using the 'WW2' textures right now.

Viper717

Quote from: forsaken1111 on July 21, 2014, 11:29:05 AM
Using these in my current colony. I only have two of the crossbow emplacements so far but they've let me hold off two attacks of 12+ tribals. I do wish they were a tad more accurate, right now I have a lot of repairs to do after each assault due to friendly fire.

Still, loving it. Using the 'WW2' textures right now.

I've been toying with the idea of an accuracy upgrade for that particular turret which is researchable, is that something that you'd be interested in or would it be better if it was just more accurate from the start?

Cheers

forsaken1111

I'm a fan of researchable upgrades but I'd also like the colonist's shooting skill to help a bit if that is a possibility.

Also I just had the hilarious idea of catching boomrats and tying them to the end of crossbow bolts so that they explode on impact. I'm terrible.

Somz

#23
Quote
There's 5 emplacements currently the first one, GE-X0 is unlocked from the start without any research. Once your research Improved Emplacements it will allow you to build the next tier of emplacements.

I'm actually going to be posting an update to the mod shortly with a new weapon (Mortar) and a few other skin choices.

Also, glad you find these cool, if you have any feedback we'd be glad to hear it
Cheers

Yep, I have feedback. Pretty much awesome. Maybe a little imbalanced (at least feels like), but then again I know nothing about balancing so considering it, I would not like to give any advice concerning changes. :)

But!!! I just hold out with minimal losses (1 incap, 2 "critical" injured) to a raid of 37 (yeah, I just started not long ago...) with only 4 colonists and 1 of your turrets during a solar flare, which would've been...pretty much impossible without it. I love it already, thank you for your work!

E.: besides, I don't exactly know but it seems like shooting skill is...not relevant?
Does it affect the turret's aim? And can colonists with this...fear of violence (unable to shoot thing) mount the turrets?
Considering these, it has great potential!
Think Tynan should add at least one mountable, normal (as in not mortal) turret to the game too.
To beer or not to beer.
That is a laughable question.

AfroHarrison

#24
Quote from: Cyst on July 22, 2014, 05:20:42 PM
Yep, I have feedback. Pretty much awesome. Maybe a little imbalanced (at least feels like), but then again I know nothing about balancing so considering it, I would not like to give any advice concerning changes. :)

But!!! I just hold out with minimal losses (1 incap, 2 "critical" injured) to a raid of 37 (yeah, I just started not long ago...) with only 4 colonists and 1 of your turrets during a solar flare, which would've been...pretty much impossible without it. I love it already.

Thanks for the feedback. Finding a balance is hard when writing the mods, that is why we love hearing from you guys. If it comes back that it's too easy, we can adjust stuff down and potentially make it more research based to improve back to the current level. We are always looking for new suggestions so any idea is welcome. Glad you are enjoying it!

forsaken1111

Quick question, is there any way you could make a turret with low damage but a high chance of stunning the target, and a high chance of incapacitation? I'm finding it rather difficult to take people alive as the turrets are so deadly.

On the feedback side, I just had a raid of 40+ pirates with advanced weaponry against my poor 4 colonists. I lost one colonist and about half my turrets but I did win. Selling these guns should provide a nice windfall.

AfroHarrison

Quote from: forsaken1111 on July 23, 2014, 09:33:46 AM
Quick question, is there any way you could make a turret with low damage but a high chance of stunning the target, and a high chance of incapacitation? I'm finding it rather difficult to take people alive as the turrets are so deadly.

On the feedback side, I just had a raid of 40+ pirates with advanced weaponry against my poor 4 colonists. I lost one colonist and about half my turrets but I did win. Selling these guns should provide a nice windfall.

You actually read our minds on the passive turret. We were just in discussions about making one designed more so for capture instead of kill. It will probably be in our next update. as for selling these guns. What would you think is fair? 50% return? More? Less?

Somz

Quote from: AfroHarrison on July 23, 2014, 09:43:18 AM

You actually read our minds on the passive turret. We were just in discussions about making one designed more so for capture instead of kill. It will probably be in our next update. as for selling these guns. What would you think is fair? 50% return? More? Less?

Capture turret? Sweet. About the return? I'm really not good at balancing as I said but I think, since it's a rather expensive thing
(and also looking at other, expensive vanilla rimworld objects)
I think it'd be 50+ rather than 50-, at least that's my opinion on the matter.
To beer or not to beer.
That is a laughable question.

forsaken1111

Quote from: AfroHarrison on July 23, 2014, 09:43:18 AMas for selling these guns. What would you think is fair? 50% return? More? Less?
I was talking about the guns that the pirates dropped. Is that what you meant? Does this mod mess with the trader values? That might make it conflict with some other mods.

If you mean the return from deconstructing turrets though, its a bit more complicated. You have a silver cost built in to represent the cost of the weapon, but does it make sense to get that silver back? Do you have plans to make these weapons a craftable component for the turret? Something only acquired through trading?

AfroHarrison

#29
Quote from: forsaken1111 on July 24, 2014, 12:58:24 PM
I was talking about the guns that the pirates dropped. Is that what you meant? Does this mod mess with the trader values? That might make it conflict with some other mods.

If you mean the return from deconstructing turrets though, its a bit more complicated. You have a silver cost built in to represent the cost of the weapon, but does it make sense to get that silver back? Do you have plans to make these weapons a craftable component for the turret? Something only acquired through trading?
When I was talking selling, I was talking about deconstructing turrets. Sorry for the misunderstanding. And as it stands all return on a turret is standard. We didn't adjust how the game determines that, but if it becomes a concern with people, we can. And as for silver returned, I'm sure you could see it as selling the mounted weapon as scrap to get back some silver.

As for dropped raiders guns. Our mod does not touch that. Each turret gun was designed to be unobtainable aside from the actual turrets. A raider should never have one equipped, nor should you ever find one on a trader. If you do, please let us know :) And for craftable component. Probably not. This is do to the upgraded specs on the guns. We don't want any colonist being able to equip and carry them.