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Topic: [Crafting] defensive turrets  (Read 2530 times)

Kirkor

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[Crafting] defensive turrets
« 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

"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

"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
« Last Edit: October 11, 2013, 01:30:23 PM by Kirkor »

Absolution

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Re: [Crafting] defencive turrets
« Reply #1 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
« Last Edit: October 11, 2013, 12:28:24 PM by Absolution »

Dillinger

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Re: [Crafting] defencive turrets
« Reply #2 on: October 11, 2013, 12:34:04 PM »
if need fuel, good 8)

Kirkor

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Re: [Crafting] defencive turrets
« Reply #3 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
« Last Edit: October 11, 2013, 01:27:06 PM by Kirkor »

jacky

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Re: [Crafting] defensive turrets
« Reply #4 on: October 11, 2013, 01:33:33 PM »
big turret - 150pp
small turret - 100pp

Kirkor

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Re: [Crafting] defensive turrets
« Reply #5 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?

Absolution

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Re: [Crafting] defensive turrets
« Reply #6 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.

Prayer

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Re: [Crafting] defensive turrets
« Reply #7 on: October 11, 2013, 02:14:28 PM »
Nice idea, I'm totally after!

Letoo

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Re: [Crafting] defensive turrets
« Reply #8 on: October 11, 2013, 02:28:29 PM »
I was thinking about this the other day, would love to see it implemented.
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Kirkor

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Re: [Crafting] defensive turrets
« Reply #9 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 :)

Absolution

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Re: [Crafting] defensive turrets
« Reply #10 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

jacky

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Re: [Crafting] defensive turrets
« Reply #11 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
« Last Edit: October 11, 2013, 03:24:02 PM by jacky »

Absolution

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Re: [Crafting] defensive turrets
« Reply #12 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

Kirkor

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Re: [Crafting] defensive turrets
« Reply #13 on: October 11, 2013, 05:51:39 PM »
jacky, did you even read very first line in the very first post?

jacky

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Re: [Crafting] defensive turrets
« Reply #14 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.