Cataclysm-dda: More powerful turret

Created on 10 May 2020  路  9Comments  路  Source: CleverRaven/Cataclysm-DDA

Is your feature request related to a problem? Please describe.
The turrets in game is quiet powerful at beginning of the game,but a little bit easy to deal with when you armed up.
Some special tactics even make them like dummy at the very beginning of the game( such like use of large cardboard boxes ---SNAKE POWER LOL).
Some of the tactics works because turrets have poor sensors of detection,which should not that poor in a world full of bionic,automata and mutation.
There should be some more tricky torrents to make important place harder to access at all game time.

Describe the solution you'd like
Maybe we could increase the ability of detection to make turrets more deadly.

We could add some advanced turrets

  • Night vision turrets
  • Infrared vision turrets
  • EMP proof turrets
  • Hack proof turrets
  • Self-destructive turrets (if detected player , use fire/explosion to destroy resources near by)

Describe alternatives you've considered
The special effects above should never appeared in one turret more than three.
A hack proof, infrared vision, fire self-destructive turret can be a game play destroyer.

<Suggestion / Discussion> Monsters stale

Most helpful comment

Turrets are planned to have improved AI at some point. Turrets self-destructing when disabled is very game-y, and I doubt that's ever going to happen. The ammo pi帽ata aspect will likely not change, but they'll probably become harder to crack open once they get someone to work on them.

All 9 comments

I have no opinion on trying to make even stronger turrets, but I do think they should be configured to destroy their ammo upon being destroyed, because getting 1000's of powerful rounds for turrets that can, like you said, be cheesed in some situations, is too much.

If this was the direction decided, it is just a matter of removing the "DROPS AMMO" flag from them.

Turrets are planned to have improved AI at some point. Turrets self-destructing when disabled is very game-y, and I doubt that's ever going to happen. The ammo pi帽ata aspect will likely not change, but they'll probably become harder to crack open once they get someone to work on them.

Turrets don't need to be stronger overall, in my opinion. They're the main hazard in pretty much any place you'll find them already. We just need bigger threats alongside.

Maybe director have their own concern.Maybe they want turret to be redeployable.Maybe they think player turret on car need that amount of ammo.
But i think there is some other way to make ammo pi帽ata thing invalidate.
Just make dropped ammo less common (NOT .223 .308 .50).Or make dropped ammo useful via reloaded or use some other formula.
Or further,make dropped ammo only can be used by turrets.That will solve most of the problem.

It doesn't solve the problem because it doesn't make sense. Why would the army introduce up to 3 different new ammo types that their soldier's guns can't fire? That introduces a bunch of entirely pointless new logistics work.

Infrared vision is a good idea, because I can kill turrets by spear and large cardbord box without counterattack. It means turret don't realize he is stabbing until he died. It sounds magic.

Infrared vision is a good idea, because I can kill turrets by spear and large cardbord box without counterattack. It means turret don't realize he is stabbing until he died. It sounds magic.

Maybe the returning fire code that already is in the game could be adapted to also react to melee attacks from "invisible" attackers.

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