Cryptwalker Jul 28 @ 9:37pm
[Suggestion] Turrets should shoot Meteroids
Turrets should shoot incoming meteroids to save the star base from damage.
Showing 1-12 of 12 comments
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A Clopping Moron™ Jul 29 @ 7:03am 
Agreed, dealing with Astroids is frustrating, I've lost so many Crew and Bases to Astroids.
Latch Jul 29 @ 10:52am 
Good idea, possibly an upgrade to the turret so they are still a threat early on
smartbombradio Jul 31 @ 6:37pm 
I would love this.
Lord_Lut (UH-G) Aug 1 @ 9:48am 
i like this, though the astroids haven't been an issue for me for a while (i keep emergency alarm in every room, and just clear out the rooms that are about to be hit until i know there isn't a breach).

On the bright side, they DO shoot down raider vessles
Cryptwalker Aug 1 @ 2:38pm 
yes you could do that but is there a way to have the alams go off simultaneously in every room?
Lord_Lut (UH-G) Aug 1 @ 3:10pm 
just click on the alarm and turn it on
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I'd be hesitant to do it all at the same time, though. I like staggering them so it forces them along a path. If you do all at once you can't guarantee people flee the right direction.
Sparky1x Aug 6 @ 5:42am 
The list of "future features" contains shields to protect against meteor strike. Hopefully we will see this in the future.
mfrisbyuk Aug 6 @ 12:43pm 
With the new power systems that they are working on in the next alpha It would nice to add a safety shield like on "star trek" if a hole breach has happen then the shield activates, allowing the engineers to fix the breach. Also to be able to have security shield in the corridors as well which you can help, redurce the speed of the raiders moving around your base or even beable to have a brig which you can atempt to capure the raiders, have a training room also to improve the security in hand to hand compact and fire arm training to make then have better odds in security dutes!
Toliman Aug 9 @ 6:00am 
if we're talking about possibilities, and why not, i'd probably change the AI.

let see, assigning particular people to a living area or working office might solve a lot of AI problems, and setting them to prioritise one task or area, might help the stack queue sort itself out as well.

i.e. if you send a miner out to an area, they will either pick the closest area (range priority selection), or the area that was chosen first (stack queue). most AI just stacks and queues tasks, which creates certain priority problems when things happen out of sequence, or you get waiting states when tasks can't happen.

giving them a better task priority or improving the AI to use a more balanced priority based FSM might be better for overall performance and overall survival of crew during combat or emergency situations.

i.e. for the first part, they would retreat to their office/building when panicking, and stay close to their office / bed area. if the area was flagged, they would congregate in safe areas, and wait near the door, or try to navigate around to a new area that wasn't filled with emergency crew.

it would also work better with power spread and oxygen spread if the visualisers could indicate borders and areas of effect / drain.

IE, if a turret takes 14% of the power budget on 1 reactor, and uses 10% oxygen and 10 matter per tick to run, then you'd have to put refineries, oxygen and food next to power, so the power could continue to power the oxygen or reactors.

with the current AI, the problems will be power usage being out of spec, maintenance failures, and crew not staying in areas to maintain power or oxygen, causing failures in power.

still, i'd like it if derelicts could be towed, or shot by turrets ?

keeping power localised, means that AI can stay in one area, and repair items properly, without distractions or swarm/panic mechanics affecting performance.

also, giving staff a room/area to work in, allows for spreading out the homes/beds in between power hubs, connected by thin, long corridors to allow turrets to shoot raiders that travel around.
my•glass•eye Aug 10 @ 3:28am 
Asteroids.
Meteorites.

:)
Toliman Aug 10 @ 4:15am 
did notice that earlier.

Maybe they will fix the turrets when they add in the power options as a feature upgrade/research option for external turrets.
EgoSumLetum Aug 21 @ 5:00pm 
Ahem. Turret shoots *asteroid*, then instead of getting hit with a big rock you get hit with little rocks moving with almost exactly the same kinetic energy. Physics disagrees with your suggestion.
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Date Posted: Jul 28 @ 9:37pm
Posts: 12