Ammunition for Turrets

The place to request or suggest new ideas and features.
Seimears
Posts: 190
Joined: Sun Mar 09, 2014 7:59 am

Sun Apr 06, 2014 8:31 pm

PnzrNorm wrote:Throwing more out the front end will make the user gain experience that much faster, since each bolt gives a flat amount of exp.
Whenever the user gets more experienced, they become more accurate.

Therefore throwing more out the front end makes the weapon directly deadlier.

True but that is the future after hords of bandits have attacked your base. An by then your ground pounder sord soldiers can be in the skill lvl of attacks are in the 50's or higher. An can kill most bandits with just one hit.

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PnzrNorm
Posts: 1182
Joined: Mon Apr 15, 2013 5:52 am
Location: Steam: PnzrNorm

Sun Apr 06, 2014 11:05 pm

I'm sorry, I thought you meant that the repeater crossbow tech should be available in the earlier stages of the game.
That's why I said that it should be advanced tech, comparable to Edge Type 5 melee weapons, since it takes over 150 in-game hours to research Edge Type 5 tech by itself, not to mention all of the time required to research the pre-requisites.
I feel this is a large enough buffer zone to prevent an early-game char from cheesing the game simply because s/he has an amazing turret, but its not an outrageous amount of time spent on too little of a reward.

Anyways, back to ammunition, I want to expand on Guy's suggestions for different types of ammo, and there are already a lot of them out there IRL.
Altering the tips of the bolts alone would be sufficient to change the Class of the bolt, but I believe once the Mark VI point is reached (or whenever the bolt Classes will diverge further), we could have a lot more than just 2 Classes of bolts.
I'm just going to make a list of different bolt types from the top of my head:
  • Guy's crescent-tipped, anti-light bolt
    Guy's hollow-point-tipped, anti-armor bolt
    The generic, yet dreaded, normal bolt (which is likely just a pointed shaft instead of having an additional piece to tip it)

    Jagged-tipped bolt which causes damage/bleeding during removal (will cause more damage/bleeding with an inexperienced Medic)
    Blunt-tipped bolt which causes little to no damage/bleeding but will knock a char to the ground
    Flaming bolt which will ignite structure, pitch, etc. with fire
    Groove-tipped bolt which accelerates the application of poisons to the target
    Broadhead-tipped bolt which allows the bolt to be removed cleanly (for future hunting purposes)

Seimears
Posts: 190
Joined: Sun Mar 09, 2014 7:59 am

Mon Apr 07, 2014 12:09 am

I like it all sounds good to me. Especialy the broad head idea would mean a lot of bleeding damage. An arrow that makes a big hole and comes out easy would mean any thing hit by it will leave a good trail to were it died.

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PnzrNorm
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Joined: Mon Apr 15, 2013 5:52 am
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Mon Apr 07, 2014 12:18 am

Seimears wrote:An arrow that makes a big hole and comes out easy would mean any thing hit by it will leave a good trail to were it died.
Didn't even think about it being used for tracking purposes. Good catch.

Seimears
Posts: 190
Joined: Sun Mar 09, 2014 7:59 am

Mon Apr 07, 2014 12:35 am

Well in real life I am a welder, blacksmith, and a farmboy so yeah would think that way.

Seimears
Posts: 190
Joined: Sun Mar 09, 2014 7:59 am

Mon Apr 07, 2014 12:40 am

I have actualy looked at the in-game forges and drueled a little and might use some of there design ideas in my next forge.

Though there is one flaw in the consept of the forges. Though more of an essetics issue though could play on what is needed before you can build the forges. An that is before you use your coal you let it set in water. It helps to slow down the burn porcess. Also you use water to help control the fire by sprinkling on the fire every once in a while. But that is for a diffrunt discussion. An most games that have such idems as a forge do not think like that. So in the building of the forges you would need a well first

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