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New Wall Segments

Posted: Mon Aug 31, 2015 7:46 pm
by Hatsune_Neko
3 new wall segments are needed. least by me.

The L bracket because the current way of setting one up can be a hassle and sometimes just plain looks odd.

a T Section, because i love having multiple walls surrounding my outpost and they attach to each other quite often..

a Cross Section + because sometimes i like adding to the outside for another wall section. and this cross section could have two types, 1 for the Type V walls where it has a doorway in the middle for transitions between type 3 walls or lower. and a simple ramp for type IV to type V on both sides.

Additional wall segments.

Transitions from different wall types.
like being able to continue from Wall type 3 then be able to walk up to a wall type V without needing to leave down a distant ramp to reach the other wall in question.

Re: New Wall Segments

Posted: Tue Sep 01, 2015 12:57 am
by Chompster
Can't imagine why anyone would disagree with this.

+1

Re: New Wall Segments

Posted: Thu Sep 10, 2015 9:05 pm
by Tolwrath
Also +1. I've run into these same problems when trying to build complex gate/wall setups. Having actual connector pieces would be a godsend.

Re: New Wall Segments

Posted: Fri Sep 11, 2015 12:55 am
by Chinsei
Personally i'd also like a curved C type kinda wall so that we can have smoothed corners an not just pointed corners, having Watch towers as part of the walls would be nice too... perhaps like Stronghold it'd be nice if there were multiple heights of walls that could be connected by steps up/down from one wall to the next.

in the stronghold series it helps you by allowing you to stick archers behing the wall an slightly lower which lets them fire over in an arc, as opposed to straight while not great for accuracy it helps them be protected from enemies who might try to return fire.

some hollow walls with arrow slits in them would be nice too. perhaps some what more medieval then post apocalyptic but i think it'd be nice to have them.

Re: New Wall Segments

Posted: Mon Sep 14, 2015 5:43 pm
by swillo
Tolwrath wrote:Also +1. I've run into these same problems when trying to build complex gate/wall setups. Having actual connector pieces would be a godsend.

I like the idea of the new wall types. I also posted previously that just having some towers to connect wall segments to would be a big help. They could have possible openings on all sides but only those where a wall segment is connected would be passable.

Just a square and hexagonal version Should make most wall connections possible.

Re: New Wall Segments

Posted: Wed Sep 30, 2015 1:46 am
by ScarabParamit
Bridges and ability to add ramps + flatramps on top.

FlatRamps - Sometimes wall placed from the hill dont add aditional connector, thus ending up with a hole our squadmates cannot jump over. Those elements should be placed freely - their collision checks need to work opposite and allowing them to be placed only if they touch or are IN a wall section.

Bridges - element to be placed freely, allowing connection of two walls or to create a passage over large hole or short canyon etc.

Ramps - as they are now "auto attach" we would want type allowing freeplace, sometimes there are just moments you need those.


REMEMBER - all of cities and towns or outposts are build from elements mostly placed with ideal angle and Without Collision Checks. I can't count (as a builder type) moments where ability to hit one key that would fix building angle, or placing elements with some sort of tolerance to overlapping would allow me to build realy interesting & climatic places.

CAPAN - those Outpost buildings Type III placed so high or those where ramps touch wall sections?
I want that! :P