FOnline: Reloaded

Development => Suggestions => Topic started by: Kirkor on October 11, 2013, 12:19:24 pm

Title: [Crafting] defensive turrets
Post by: Kirkor on October 11, 2013, 12:19:24 pm
I think that crafters should be able to craft themselves turrets. They would work very similar to containers: You can put them only in tents/bases.
They would be companion-like "creatures", with some changes:
- Their only purpose would be base/tent defence against unwanted visitors.
- They can't move. The only way you can move them is to put them in your inventory and take them on other hex. It would work just like placing containers.
- They need "fuel" (MFC or SEC, like cars) to be active. If they run out of the fuel, they become inactive and they do not defend your base/tent. You can put the fuel in their inventory, so they recharge themselves.
- You (obviously) need to give them ammo and weapons

Possible turrets:

Auto-Cannon
(http://images2.wikia.nocookie.net/__cb20130404042760/fallout/images/9/9f/AutoCannonFallout2.gif)
"The auto-cannon is an autonomous defense turret equipped with twin minigun cannons and relatively heavily armored. They are usually part of an automated defense system."
They are able to double equip these weapons:
2x Minigun
2x Avenger Minigun
2x Vindicator Minigun
2x Gatling Laser


Crafting materials and tools:
Workbench + Super Toolkit
30x HQ Iron
30x HQ Alloys
50x Alloys
30x Electronic parts


Gun turret
(http://images4.wikia.nocookie.net/__cb20130404043125/fallout/images/thumb/5/5a/MAGUN2HJ_se.gif/70px-MAGUN2HJ_se.gif)
"The gun turret is equipped with twin energy cannons and is heavily armored. "
They are able to double equip these weapons:
2x Laser Rifle
2x Laser Rifle (Upgraded Version)
2x Plasma Rifle
2x Turbo Plasma Rifle
2x Pulse Rifle


Crafting materials:
Workbench + Super Toolkit
20x HQ Iron
40x HQ Alloys
30x Alloys
40x Electronic parts
Title: Re: [Crafting] defencive turrets
Post by: Absolution on October 11, 2013, 12:25:58 pm
+ 50 or more computer parts, and i love the idea


and a suggestion not to OP this

turret require SLOTS, think of pilar for them, like a tent has 1 spot, safe house 2 , and more expensive base = more slots with bunker the most slots
Title: Re: [Crafting] defencive turrets
Post by: Dillinger on October 11, 2013, 12:34:04 pm
if need fuel, good 8)
Title: Re: [Crafting] defencive turrets
Post by: Kirkor on October 11, 2013, 01:23:19 pm
+ 50 or more computer parts, and i love the idea

Oh, I forgot about those! Adding them now


turret require SLOTS, think of pilar for them, like a tent has 1 spot, safe house 2 , and more expensive base = more slots with bunker the most slots
Well, I was thinking about "Science" giving special Party Points only for turrers.
1 Science is 1 Turret Point

Auto-Cannon 40 Turret Points
Gun Turret 30 Turret Points
Title: Re: [Crafting] defensive turrets
Post by: jacky on October 11, 2013, 01:33:33 pm
big turret - 150pp
small turret - 100pp
Title: Re: [Crafting] defensive turrets
Post by: Kirkor on October 11, 2013, 02:08:57 pm
big turret - 150pp
small turret - 100pp

Using normal Party Points would make those turrets useless. It would be better to have a companion (100pp) who can walk with you on any location, have any weapon you like and he doesn't cost you anything.
And seriously 150pp? Trolling or what?
Title: Re: [Crafting] defensive turrets
Post by: Absolution on October 11, 2013, 02:11:17 pm
herp... welcome to alt-hell where they have 200 turrets in a base

Defense points - 3 points in repair = 1 d  points 3 points in science = 1 d points

still it needs "base" hex that has turret support - otherwise ppl will abuse that.
Title: Re: [Crafting] defensive turrets
Post by: Prayer on October 11, 2013, 02:14:28 pm
Nice idea, I'm totally after!
Title: Re: [Crafting] defensive turrets
Post by: Letoo on October 11, 2013, 02:28:29 pm
I was thinking about this the other day, would love to see it implemented.
Title: Re: [Crafting] defensive turrets
Post by: Kirkor on October 11, 2013, 02:39:43 pm
herp... welcome to alt-hell where they have 200 turrets in a base

Defense points - 3 points in repair = 1 d  points 3 points in science = 1 d points

still it needs "base" hex that has turret support - otherwise ppl will abuse that.
Well, theoretically you can do exactly the same with companions now. Make alt with 10 CH 10 INT and tagged speech + Good Natured, then level him few levels with crafting in base (level 3 would be more than enough I think) + support perk and BAM, you can have 2 companions.

Anyway, thats why those turrets are quite expensive and they need fuel - so they won't be spammed in bases. It would be pain in the ass to walk around and refuel 100 turrets :)
Title: Re: [Crafting] defensive turrets
Post by: Absolution on October 11, 2013, 02:40:52 pm
1 base, 20 turrets, with lasers and few avenger ones

who can kill that monster?

lv2 is enough to have 180 pp's without good natured
Title: Re: [Crafting] defensive turrets
Post by: jacky on October 11, 2013, 03:21:28 pm
Turrets can be very op and of you want to use it they Have to be like mercs/companions. And to run Turret you will Have to give Them mfc and be online.

Just look at situation like this: team A is camping klamath buildings and they armed 10 avengers/60 turrets 1hex from doors. Team B want to attack team A but turrets 1hex Them before they enter 1rst room
Title: Re: [Crafting] defensive turrets
Post by: Absolution on October 11, 2013, 03:26:54 pm
Turrets can be very op and of you want to use it they Have to be like mercs/companions. And to run Turret you will Have to give Them mfc and be online.

Just look at situation like this: team A is camping klamath buildings and they armed 10 avengers/60 turrets 1hex from doors. Team B want to attack team A but turrets 1hex Them before they enter 1rst room

turrets should be base only

i dont want to come to ncr to see shitload of turrets
Title: Re: [Crafting] defensive turrets
Post by: Kirkor on October 11, 2013, 05:51:39 pm
jacky, did you even read very first line in the very first post?
Title: Re: [Crafting] defensive turrets
Post by: jacky on October 12, 2013, 02:38:18 pm
if you want to place them only in bases it will be useless. there should be marke places in tc twons where we can palce them after we capture city, their energy consumption would be 10mfc/min with capacity of 1000mfc.
they could be lootable and possible to steam from amunitions and weapons so people would dismantle them before they will go afk.
Title: Re: [Crafting] defensive turrets
Post by: Absolution on October 12, 2013, 03:01:22 pm
if you want to place them only in bases it will be useless. there should be marke places in tc twons where we can palce them after we capture city, their energy consumption would be 10mfc/min with capacity of 1000mfc.
they could be lootable and possible to steam from amunitions and weapons so people would dismantle them before they will go afk.

absolutely abusable

NOT


BUT!

a little bit of slots on tc's (fixed locations) would not be so bad...
Title: Re: [Crafting] defensive turrets
Post by: jacky on October 12, 2013, 03:37:13 pm
what is abusable? that someone can rob your turret from weapons and amunition?
and to run turrets you will have to spend your mfc.
new idea:
capacity: 2000mfc
consumption: 1mfc/s
Title: Re: [Crafting] defensive turrets
Post by: Absolution on October 12, 2013, 05:32:39 pm
what is abusable? that someone can rob your turret from weapons and amunition?
and to run turrets you will have to spend your mfc.
new idea:
capacity: 2000mfc
consumption: 1mfc/s

not enough uranium mines to power it up, and i doubt that in rt battles you will have time to refill them, gang on WM would just wait it out.

think a bit more about this please.


the sneaking idea to disable it via repair, or steal ammo is not so bad, but you must know that leveling up a sneak is almost effortless by now - so it would be counter productive to make all those resources to put a turet, fuel it, and stuff just to make it an open chest for a 1h grind sneak.

idea:

motion sensor turrets - thats just evil >:D
cry sneaks!
Title: Re: [Crafting] defensive turrets
Post by: jacky on October 12, 2013, 06:36:46 pm
No no no, you misunderstand me. You can put turret like locker - no hex blocking and
You have 2 kinds of turrets: for miniguns/Gatlings or for laser/plasma rifles. Turret is empty but it has free slots for weapons and container for ammunition and mfc battery. You can mount 2x weapons on it and you have to give it ammunition to shoot. To activate turret you have to be online-crafter and charge it with mfc, and repair it with tool + cd like we have with a cars. If you want to take it back you have to take away every ammo + battery + weapons and use science to take it like locker to your inventory.
Title: Re: [Crafting] defensive turrets
Post by: krausser666 on October 12, 2013, 09:21:54 pm
I like the jacky's idea. Well, placing turrets in bases/safehouses/tents will make them really useless. But for example you could have 2 slots or 3 in CAPTURED TC town for placing turrets. And the rest could be like jacky said.

Also it would be awesome to see mechanical companions in game. Like mechanical dog, or some simply machines(all craftable) to killsome ones(alternative for muties maybe?) but in balance, not to make them OP.

And the energy systems in turrets/mechanical followers could be like this:
- they eat like 50 energy/minute.
- energy cap e.g. 2000(16 minutes with ,,full battery'')
- SEC would give 2 energy/unit, and MFC would give 4 energy/unit. There you'll have to get 1000 SEC to fully load a turret/companion for some time and 500 MFC. I think that's a fair idea.
Title: Re: [Crafting] defensive turrets
Post by: jacky on October 12, 2013, 10:11:36 pm
MFC are so easy to farm...
Title: Re: [Crafting] defensive turrets
Post by: Absolution on October 13, 2013, 05:58:36 am
We CANNOT place turrets where we please an how much we please in this game.

Think of the consequences ffs
Title: Re: [Crafting] defensive turrets
Post by: Absolution on October 13, 2013, 09:25:46 am
Limits? Your ideas are getting better and better. Please do take your time to read stuf here before you post, thats the second time someone tells you this.
Title: Re: [Crafting] defensive turrets
Post by: jacky on October 13, 2013, 10:50:28 am
to sumarize MY idea:
turret mk1:
400 hp
2weapon slots : minigun/avenger/gatling/m60
1 slot for amunition
battery: mfc/sec via dialog
battery capacity: 1000 units; 1mfc - 3sec = 1 unit
energy consumption: 1/2s
resistance of "ca"
range: depend of range of weapons
damage modifier: 2x weapon * 0.6
AP: 10
way to repair: repair skill + tool (after it you get cd like with cars)

turrer mk2:
450hp
2weapon slots : laser rifles/plasma rifles/turbo plasma rifles/pulse rifles
1 slot for amunition
battery: mfc/sec via dialog
battery capacity: 1000 units; 1mfc - 3sec = 1 unit
energy consumption: 1/2s
resistance of "ca"
range: depend of range of weapons
damage modifier: 2x weapon * 0.6
aim shoots: possible
critical chance: 15% + aim ratio
AP: 10
way to repair: repair skill + tool (after it you get cd like with cars)

Turret doesn`t block hex or viev and can be placed on the ground like lockers. to pick it back you have to take back all ammunition and weaopns from it (like empty locker) and use sience on it. Thiefs can steal ammunition from turrets and turrets are lootable.
To activate turret crafter have to be online and alive in same town, and not more far away than 50 hexes.

Towns limits: turrets can be placed in TC zones and only 2-3 per town
Title: Re: [Crafting] defensive turrets
Post by: Daryl on October 13, 2013, 11:19:59 am
I like jacky idea
Title: Re: [Crafting] defensive turrets
Post by: Justice on October 13, 2013, 08:00:49 pm
Very want, but not party point or slot. My tent raped while I OFF LINE, (was whole day), need protection from this.
Oh, and bigger tent. Like whole-site tent.
Title: Re: [Crafting] defensive turrets
Post by: POWERPUFF on March 07, 2017, 07:19:37 pm
This forgotten topic deserves revival.
Title: Re: [Crafting] defensive turrets
Post by: S.T.A.L.K.E.R on March 08, 2017, 12:56:40 am
I'd like to see craftable Mr.handys as a possible companion

And this is a good suggestion. However I would like to see a special item required to build a turret to prevent massive alt spam to craft these and have like 50+ AT base.
Title: Re: [Crafting] defensive turrets
Post by: POWERPUFF on March 08, 2017, 11:23:24 am
there should be some limits.. ie 2-4 turrets per base and only per base in which is generator - means you won't be able to place turrets into your tent location.
Title: Re: [Crafting] defensive turrets
Post by: Gimper on March 09, 2017, 02:06:34 pm
Already Confirmed for next session fam...
Title: Re: [Crafting] defensive turrets
Post by: S.T.A.L.K.E.R on March 10, 2017, 06:58:32 pm
Already Confirmed for next session fam...

link or die
Title: Re: [Crafting] defensive turrets
Post by: swinglinered on March 10, 2017, 08:21:16 pm
Very want, but not party point or slot. My tent raped while I OFF LINE, (was whole day), need protection from this.
Oh, and bigger tent. Like whole-site tent.

How about being able to add tents to your tents? Like furniture with its own furniture.

Or a modular quonset base. Just connect them like legos.